What about the training time that is listed for every TP? Will a player play another PC instead if his previous PC decides to take the Loremaster TP and study a few years? Or would you simply ignore this training time.
My idea here was that the adventure played IS the training time. However, this requires that the character actually uses the skills involved in the package. If someone picks up more skill levels in long-sword, then roleplaying that time fighting the great hoards could count as TP study time. This idea implies something which was suggested to me (when I first was introduced to RM). The idea is that picking up skills when <<making a level>> is an agreement or contract to actually use the skill during play for that level. If they didn't use the skill, then they don't advance level in that skill.
Another thing about time and making levels is how do you handle time and making levels (even without TPs). Do you make characters wait until after an adventure is over before they can advance a level. How often (number of gaming sessions) does it take for someone to make level. If a character would make a level during a wilderness adventure (or in a foreign hostile country) do you have them wait until they return to friendly territory to advance in skills (TPs or not).
Even when talking about just the skill (let alone the TP), how long would you have someone study for gaining a level? It would seem rather odd to say that it is acceptable for someone to study for a level of Loremaster as an individual skill but too much as a training package. If the development points listed are hours spent, then TP costs would amount to about a week. If it is months, then it is odd that to buy skills in various levels actually costs more individually than in a TP. So characters would actually be spending more time without packages then with them. Are we to ask characters to break the flow of a campaign because they made a level.
If I were to go purely for realism on this level, I just wouldn't offer the training package after game play starts (which could irritate players).
I sometimes consider ignoring the training time in favor of adventure/ play. Another idea I got is that the player can purchase the training package they already have to gain more levels. This assumes the idea that they are constantly studying and practicing the skills offered in the package.
The RMSS rules suggest a player had a maximum of one Lifestyle TP. Why would you want to change this?
For me realism goes both ways on this issue. I've known people (or known of people) who went from owning a high income business to becoming a Catholic Priest. Radically different lives. So while insisting on one training package for a character period can also be reasonable and realistic, there are exceptions.