On Mon, 5 Feb 2007 00:00:41 -0600, "Mike Ruggles" <[EMAIL PROTECTED]> wrote;
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.

Long ago I wrote an article for my Technomancer website called "School Daze" that deals with the education of young mages. (See http://www.hwcn.org/~ag775/Technomancer/School_Daze.htm for details.) All but last section ("Post-Secondary Education") can be used to provide different educational backgrounds for the various "students."

--

Dalton "Any magic, sufficiently understood, is indistinguishable from technology" Spence

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