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School

10th Sep 2015, 9:07 AM

School
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kidra on 10th Sep 2015, 9:07 AM

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Wow, I suddenly realized that it was getting late in the day and I hadn't posted anything. Unfortunately I'm still adjusting to having classes again (summer, our time was too short). Homework and stuff also means I haven't had time to test our new method for filler content.

So today's topic is about schools/universities in RPG games. It's fairly implied that Wizards learn by studying, and fighters are trained in the art of war, but do you bring up these training institutions in your games? I once had a university in a campaign I ran, and while I liked the idea I had to have my players move on and I think next time I might make a university a more important aspect of the campaign.



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Training institutions in games.

Hamof on 10th Sep 2015, 9:29 AM

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Well, I don't really play PnP games (I'd like to, but I don't know anyone in this city that plays them.) But I imagine you could set up a Harry Potter style thing, where the players are actually playing under-age students (Of exceptional skill and talent obviously, or perhaps not.) and running into very adult problems.

Sheepking on 10th Sep 2015, 10:54 AM

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I played in a campaign that took place in a wizards' college. They were secretly allied with a group of kobolds that had been giving us trouble lately.
I also try to come up with bits of backstory for my characters like what their alma mater was, and love it when DMs use that stuff. My favorite is the mad biologist cleric who attended the Aperture Institute of Thaumaturgical Sciences.

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Newcago on 10th Sep 2015, 11:13 AM

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My players are all playing teenage superheroes right now, so school is playing a huge role. I like the interactions they're able to have, and it's a great source of social commitments that run awry when they're faced with a new adventure.

I'm also playing in a campaign where I'm a young magic-wielder in training who's staying at her master's sanctuary while she studies. Making her education a part of the game makes every spell I learn feel like more of an accomplishment, and often times it makes her spells more personal because I actually had to go through the work to get them.

GAZZA on 10th Sep 2015, 6:21 PM

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My current campaign started with this sort of idea. The theme for the campaign is a D&D style zombie apocalypse (the "zombies" aren't D&D zombies, they're a new monster I created, but the basic "if they hurt you you become one" type of idea is there).

I wanted to have the party connections a bit closer than, "So, you met these other guys in a pub..." The idea I came up with was that some people were naturally immune to the plague - and not coincidentally, they were also the only ones that could advance in character classes. The world is now divided into walled cities (well, actually, as far as the PCs know their own one - Last Hope - is the only remaining city) that has the Great Hope Academy, where all the "potentials" learn what they need to become 1st level characters. I had the first session be a retrospective with examinations and so on, to give the PCs a chance to bond not only with each other but also with their NPC classmates.

I'm not sure you could base an entire campaign at a school, since the comparative source media (things like Buffy, for example) eventually have to deal with graduation. But it could work for a short time, for sure - especially a Harry Potter like game.

The Storyteller on 10th Sep 2015, 9:07 PM

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I ran a master/student angle in a game where the main character was an apprentice mage (Mage the Awakening). I gave xp based on time spent studying, but also made sure that the player had other things to worry about, including bodily needs such as eating.

It kept the player learning at a basic rate... until she managed to get to the point she could manipulate time. Then she'd dedicate some 5 hours or so to studying, which would be only an hour for everyone else.
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