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[IC] Interest check for a Magical Academy game

Looking for a GM to collaborate with creating the world and it's magical laws as well as the Academy itself. It's a given we would also need players to act as "Apprentices". We can discuss a myriad of systems, and figure out if a homebrew is in order - which I would be willing to build with you. You can send me PM's but please include some of your prior experience and a few lines about your thoughts on the matter. For all those that post below, please do the same. __________________________________________________________________________________ On a somewhat related note: I love GMing but as of right now, due to multiple reasons, I am unable to pursue that particular role. I can act as a Pseudo-GM, Ghost Writer, World Crafter, or a Special "NPC" Character if you are looking for that sort of thing. I know how much work GMing can be and I'm willing to help [PM only with interest]
Not sure how much time I can devote to another game as GM, but I can start the conversation.  Prior experience:  I started DMing in early 1970s.  Bought a copy of D&D from Gygax along with the Chainmail I wanted.  I've run and created all sorts of games since.  Sci-fi, fantasy, wargames. My thoughts:  Most magic systems break down to four systems or variations between them.  What were you considering?
There are some good settingless systems, such as Savage Worlds, Cypher System, and FATE.  Iron Kingdoms could work.  Warhammer Fantasy could be interesting.  Ars Magica has a supplement dedicated to one's apprenticeship. I have been running and playing RPGs for at least twenty years now.  I know multiple systems.
I'd be interested in playing, i'm still pretty new to tabletop rpg's think a magical academy setting sounds cool enough
Should clarify those four systems.  Pretty much every system I've ever seen is a variation of one or more of them. 1.  Magic is slippery stuff.  Gives you a percentage roll to get the spell right.  Various factors are added together to tell you the percentage for success or failure.  Strength of spell is one of the factors. 2. Self-Fueled.  You can cast til you run out of (mana, magic, whatever), which you then regain over time.  More power needed, fewer spells cast. 3. Strength of Mind (or Body).  Can cast a set number of spells, limited by what you can hold in mind.  Or your body can take the casting of. 4. Magic as fuel.  You drain it from the surrounding area, which can take only so much before it runs out and needs to replenish. Those four, or some variation, seem to comprise most systems of magic used.  I've developed a few that are outside those (there aren't many and usually some part of one of the four is still in effect).
I have a couple of ideas brewing.  However, are you looking to explore a magical academy, or are you looking for more of a drama game?  I know of systems for both.  Also, when are you lot available?  I am in EDT.  I was thinking of either Saturday night, or during the morning or day during the week.
Next, the Academy.  Is this along the lines of modern education? In other words, already a substantially agreed on system of magic that is being taught by mostly standard methods.  Or is this a case of conflicting ideas of how magic works and what would be the best method to develop it.  Sort of like the martial arts monasteries of the early Eastern cultures, where the disciples would have contests to show which was better. Or.  More along the Greek academy, where leaders and followers would gather to discuss, show off new developments and argue the best methods of gaining and using magical forces.  (And, incidentally, cause followers or Apprentices to switch leaders).
David A. said: Not sure how much time I can devote to another game as GM, but I can start the conversation.  Prior experience:  I started DMing in early 1970s.  Bought a copy of D&D from Gygax along with the Chainmail I wanted.  I've run and created all sorts of games since.  Sci-fi, fantasy, wargames. My thoughts:  Most magic systems break down to four systems or variations between them.  What were you considering? Well, I was thinking perhaps Magic being a "Force of Nature" - raw energy that can be shaped. In regards to that shaping, perhaps a system similar to Fates Four Outcomes? I tried it out in a game I ran in the past and it works well. I modified how the dice worked by using 3d6's instead of Fate Dice, and designating one of the d6's as a Stunt Die (ala Fantasy AGE). Make every 5 point difference equal to 1 Degree of Success up to a maximum of 3. Example: Illusion roll of 15 + 2 (of relevant skill level) on a DC 12 = 5 over causing a Success. If the roll was 22, it would have been a "Succeed with Style" due to it being a 10 and bumping it's Degree of Success to 2. When rolling, the "Stunt Die" can act as a modifying die that allows you to tack on special effects or morph the spell, ritual, or attack. Steely Phil said: I have a couple of ideas brewing.  However, are you looking to explore a magical academy, or are you looking for more of a drama game?  I know of systems for both.  Also, when are you lot available?  I am in EDT.  I was thinking of either Saturday night, or during the morning or day during the week. I feel like it should be up to the GM and whoever is interested in playing it the first time as a group, collectively, what kind of tone we are trying to set. Be it, exploration, research, adventure outside the walls, combat training (magical military academy?), politics, etc... that will definitely change a lot of how we move forward. What are some of your brewing ideas? I am also in EDT and would also prefer during the morning or day during the week. Ronan W. said: I'd be interested in playing, i'm still pretty new to tabletop rpg's think a magical academy setting sounds cool enough Thanks for the interest, I will get in touch as we move forward!
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.
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.
Well, all of my ideas seem to point to applying lessons where the classes are more of a side activity or a driving force for certain adventures.
And there is nothing wrong with them. I have been assuming that the academy is central to the campaign but that may not be the case.
All of my ideas use the Academy as a binding force possibly an unusual set peice/character.
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.
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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?
I have gone ahead and made a game called The Amber Library for Numenera.  I will post the lfg here when it comes up.  You can also pm me for an invite.
If you are interested, please follow the link to apply: <a href="https://app.roll20.net/lfg/listing/75872/the-amber-library" rel="nofollow">https://app.roll20.net/lfg/listing/75872/the-amber-library</a>
David A. said: I should mention that I'm coming at this as a game designer.&nbsp; The various aspects of how the game is designed has influence on how it is played.&nbsp; Maybe I'm thinking a little more granular than you expected? I've done a Magic Academy type thing for CHAMPIONS, as an example.&nbsp; Low-level learners being agents for a magic organization fighting other dimension invasions and such.&nbsp; I did one in Stormbringer with trainees learning to bind demons.&nbsp; Using a particular system binds you to that system's view of magic. As a Force of Nature, any magic system does that.&nbsp; If you treat it like gravity (universal) then you need other limits for why everybody doesn't use it.&nbsp; 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?&nbsp; One where the concentration is on applying the lessons?&nbsp; Or where the conflict is with who is the better teacher?&nbsp; Or What is the best method of casting magic?&nbsp; 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.&nbsp; 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.&nbsp; 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.&nbsp; There is also the idea for an academy for Peculiars, which would effectively be lower powered supers.&nbsp; 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.&nbsp; 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
Even with 'house' type things there is a lot of room for decisions.&nbsp; For instance, the Harry Potter series uses a unified magic system.&nbsp; Everybody used the same magic system, the houses just disagreed on what was important in how it was used.&nbsp; One where the houses clashed on styles (rune-based, spoken word, gestured, etc.) and fought duels and mass-combats as in the Budhist temples would be another. Still another would be the Greek Academy style, where arguments over the basics were argued and spells would be cast to prove different thoughts as to whether the 'Law of Contagion' was stronger than the 'Words of Power'.&nbsp; Not at each other, but clashing in the public forum by argument, with Apprentices swayed to one or another by the decision of which the apprentice believed was more right. Each of these would need a different magic base to work from.&nbsp; Where do we want to go?