Things to remember are that the students are probably only going to have a 
handful of points worth of magic training walking into middle school and 
those are going to be in spells that are useful enough to teach basic 
spellcasting but not considered dangerous enough to worry about teaching 
to grade schoolers.  But seeing how restrictive society is on real world 
young drivers I would say most spells that could be dangerous would be 
restricted to older students with licensing requirements to use in public. 
 

A good adventure idea may be the classic mages duel.  Shapeshifting 
potions used in the classic mages duel format (think Disney's Sword and 
the Stone movie or the song "Two Magicians" - although not with the laters 
sexual context).  Perhaps make them come up with a list of shapes to 
choose from before hand and only a limited number of potions to bring to 
the match.  It could be one of the schools athletic competitions.

If you wanted to make it a bit darker you could also throw in a toned down 
Lilith from Gurps Monsters.  The new hot substitute teacher that everyone 
is totally ga-ga after, and a bunch of strange disappearing children.... 
who will be next.   That would require a large list of supporting 
characters and several characters to hide who the real culprit is.

A slightly more humorous choice might be the quiet machinations of the 
penguin hive mind.  Several penguins are skulking about (in various magic 
or natural disguises if you want it to be way over the top) and only the 
hero's seem to have noticed, and nobody seems to believe them about how 
that large fat pigeon in the ice cream cart is really a penguin.  Who 
knows what they are up to.

The big nasty pops out of the banestorm during the class field trip would 
be another possible choice.

But the one that tickles my fancy the most would be a modification of the 
penguin idea.  Liter the campus with cute fuzzy critters (squirel's most 
likely but rats or bunnies, or cats all work too).  Only some of these are 
sentient and scheming.  They watch from the shadows and manipulate events 
on campus to their liking (getting a unliked groundskeeper fired, 
manipulating the cafeteria menu more to their tastes (and less to the 
students), running a gambling operation betting on the school match 
outcomes (and rigging the events when needed).  And once the critters know 
that the students have found them out - they do their best to get them 
suspended, expelled or otherwise discredited so no one believes their wild 
stories about evil squirrel overlords.  I would probably have one of the 
critters occasionally mind control a weak willed school bully to act as an 
enforcer when needed.  The idea of a bunch of kids with magic baseball 
bats beating down all the squirrels on campus is kind of disturbing (and 
funny all at the same time).

I hope some of these ideas spark some of your own!  Good luck.

Clint







"Mike Ruggles" <[EMAIL PROTECTED]> 
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02/05/2007 12:00 AM
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Subject
[gurps] Magic and 13 year old Mayhem




Caterpillar: Confidential Green Retain Until: 03/07/2007        Retention 
Category:  G90 - General Matters/Administration


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

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