My son wants me to put together a Harry Potter type game for a group of his
friends. I have decided to use the 'Technomancer' world as a base and have
them attending a private prep school for wizards (grades 7-12) in the El
Paso area. Obviously they would have to take all of the regular school
courses as any other kid in America, but beyond a basic Thaumatology course,
what magically based classes would they most logically need? The first
spells would obviously be all the basic ones that form the prerequisites for
the other spells, but which ones would be considered 'most important' for a
general magical education? There are so many directions one can go with
GURPS Magic that I am having a hard time nailing this one down. A little
general advice and discussion would be most appreciated. Also, if someone
else has already done something like this, it would be a great time-saver to
see what you have done.

 

My son and his friends are all 12-14 years old, so any advice on the kinds
of adventures suitable for that age group would be appreciated. I don't want
to bore them, but I also don't want to go over their heads.even though 13
year olds seem a lot sharper than I remember being at that age, but that may
just have been me and my gamer geek friends. :-)

 

--Mike

_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

Reply via email to