Hi,
I master a campaign with player characters that started with 50 CP and
earn their
further CPs by attending to the lessons in their magic school. I decided
that their
school time would be 3 years before they have to start a wandering year
(it's a
fantasy campaign where magicians are much like medieval craftsmen).
We only play 3rd edition GURPS in a Harn Campaign Setting.
Because I wanted that my players "learn" the magic sysstem by adding
spell for
spell to their characters' repertoire, they got about 1 or 2 CP per
month because
of their intense lessons and freetime exercises, plus CPs for the
adventures they
had.
Except of a division into certain magical colleges (fire, water, mind,
healing etc.)
the players could choose their wanted spells out of the grimoire freely.
They only
have to learn the prerequisite spells first. This was very fine, because
in my earlier
campaigns the magicians learned many spells and took the prereq-spells
just because
of the rules, but they mostly used their most powerful and advanced
spells, while
the seemingly "basic spells" where seldom thought about.
Because the characters had to work with their basic spells in their
first adventures,
the players had to look for clever usages for some seemingly simple and
unpowerful
spells. I liked that, and the players too.
In the second year the apprentices would have to learn some spells that
would be
on the "standards"-list of any organized teaching: "share strength" to
help other magicians
to accomplish some difficult spells, "restore strength" to regenerate
ones own power.
Because of the campaign setting, in a fantasy world with several dangers
from commoners
with no magic talents but maybe big forks and torches to burn "witches"
under certain
circumstances, they should learn some spells to protect themselves and
to escape from
dangers.
In the third year there would be some teaching about fighting and
protecting against other magic
users (counterspell etc.) and howto create enchanted items. However, I
created some house rules to lower the
requirements to be able to enchant item with a limited lifetime and the
need to maintain simple
enchanted items (or the magic will fade away after some time).
hope this helps a bit,
Oliver
Mike Ruggles schrieb:
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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FernUniversität Hagen
Zentrum für IT und Medien (ZMI) - Competence Center Anwendungsentwicklung
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