David A. said: I should mention that I'm coming at this as a game designer. The various aspects of how the game is designed has influence on how it is played. Maybe I'm thinking a little more granular than you expected? I've done a Magic Academy type thing for CHAMPIONS, as an example. Low-level learners being agents for a magic organization fighting other dimension invasions and such. I did one in Stormbringer with trainees learning to bind demons. Using a particular system binds you to that system's view of magic. As a Force of Nature, any magic system does that. If you treat it like gravity (universal) then you need other limits for why everybody doesn't use it. Like oxygen or water, an area can be depleted, so an academy will be placed where it is plentiful (like setting up near a major spring). From the sounds of it, you are looking at a 'Magic is slippery' system with a bell-curve as base, with a modifier. And, I guess I'm asking what kind of academy are we talking? One where the concentration is on applying the lessons? Or where the conflict is with who is the better teacher? Or What is the best method of casting magic? Or even just how does magic work? A magic system that only works one way will have different conflicts and adventures than one where there are several ways to apply magic. And both will be different to one where no one has a clear idea of how it works. What I'm trying to say is how magic is set up has major affects on how the game will play out. I absolutely agree with your statement David, the aspects of the game definitely influences how it is played. I would like enough aspects so it can be played in a few different ways, though I would like for the first play to be as 1st Year Students. We should definitely talk more about magic as a "resource" and why the school is built where it is. Yes, that is exactly what it sounds like, the bell curve is there because I didn't want a game that felt hit or miss, I wanted something with more narrative - I also wanted the modifier to have impact that felt "tangible". Perhaps you get to choose some base skills and the "Curriculum" you choose (i.e. choosing your classes for the semester/year) gives you the skills you want to expand on. In regards to what kind of Academy, I would like there to be something akin to a "Homeroom" or "House" so that the players are connected by something right off the line - choosing together the theme and symbol/crest. Going to classes doesn't need to be role played, unless the GM want's to impart a lesson that can be helpful to the story or adventure. When it comes to the actual casting, there should definitely be different forms of that. For example; Actions (such as shaping a fireball with your hands), Holy (if we want that sort of thing), Ritual, Mind, Transformation, Symbols, Enchantment, Crafting, etc... I think in the lore of the world there should always be debate on most of what you are asking, what truly is Magic? What is the best way to enact it? Who is the best "Homeroom"/"House" this year? :-) Steely Phil said: One idea is for Warhammer Fantasy where all of the characters are apprentice mages or priests. Another idea is for either Numenera of the Cypher system itself where the characters are all students, and possibly faculty, at a very special academy. There is also the idea for an academy for Peculiars, which would effectively be lower powered supers. I just also got an idea for something using Base Raiders for FATE. Steely Phil said: All of my ideas use the Academy as a binding force possibly an unusual set peice/character. Steely Phil said: Given that I am already in other games where I am learning the system, at least to some degree, I think it would be best that I go ahead with the Numenera idea. How does Thursdays at 11am edt work? Those sound like fun ideas, especially Base Raiders - I am curious about what you are envisioning for that one. I really enjoy the idea of the Academy being it's own "character", maybe having it's own aspects that the players, including the GM, can each choose one. Further increasing the customization and play-ability. In regards to Numenera, which I have played in the past, I wouldn't mind learning about how you would make this into an Academy style game so I am cool with at least trying it out. The time of 11am EDT on Thursday works for me as of now. MonkOfLords said: This seems interesting, I'm PST though, so I may be too much later than anyone else interested...and given its an Academy game, I presume the Academy would be important in game. I'll keep you in mind when things get a bit more cured, unless of course you want to try Steely Phil ' s Numenera game - in that case we will be talking more lol