Re: atypical campaigns for typical settings
My idea along these lines was Mad Science High: A magnet or charter high school with a curriculum focused on teaching students to become functioning mad scientists, in a world where mad science has been working successfully at least since Newton's efforts in alchemy. I think I would want to have Weird Science as a cinematic skill, with Blessed or Intuition or something along those lines playing the role of TbaM.
Then of course there's Worminghall, which already has a published GURPS supplement and which was one of the campaigns I just ended. Its students were university students, but in 1300 AD university enrollment started at 14 usually. Worminghall's rules for how much you learn per term would be a good fit to pretty much any high school campaign.
Bill Stoddard
Last edited by whswhs; 07-10-2014 at 06:02 AM.
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