So, a simple idea: how would we feel about a system by which skilled crafters could teach less-experienced crafters the trade. I think that, if it was suitably expensive and we slapped some requirements on it, it could add some good stuff to the module.
So, I'm thinking a widget that would be used on the trainee (maybe sell it in the crafting supplies merchant for 1k?) and then charge the teacher one fourth the trainee's skill in tenths of a percent squared in gold (i.e. (nSkill * nSkill)/4 where nSkill is measured from 0 - 1000) each time it is used, with the use granting the apprentice 1/10th of a percent in the skill and allowing the teacher to roll (by the usual method, if(Random(1000) > nSkill && d10()+1 > nChance/100) -- 'course, I'd say that "nChance" would be 1000 in this case, as the widgetey dealy would always work, and it may as well be written && d10() == 10) for an increase of 1/10th of a percent.
I'd think that adding a few requirements (teacher must be 20% better at the skill than the apprentice and no skill can be apprenticed over 50%, for example.) would keep people from throwing money at those (intentionally difficult to improve) master skill levels while giving characters more reason to interact with one another, and incentive for established characters to chat up newer characters (while, currently, there is a pretty strong disincentive in that established PCs + new PCs = almost no experience for anyone).
The pricing scheme, similarly, makes it a very bad idea to use such a system as more than a starter for the skill. Going from 0% to 1% would cost about 140 gold, going from 9% to 10% would cost about 22,000 gold, going from 24% to 25% would cost about 150,000 gold, and going from 49.9% to 50.0% would be 62,250 gold.
So... thoughts?