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Gentlemen Magicians
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<blockquote data-quote="Stormborn" data-source="post: 2527317" data-attributes="member: 14041"><p>My current campaign is winding down in the next month or so, and while our group has a several on-again-off-again campaigns and some more to come, several of us have been reading <em>Johnathan Strange and Mr. Norrel </em> (although I am not done with it so no spoilers please) and I was thinking about running short campaign, possibly a one shot, in which all the PCs are "Gentlemen Magicians". Set in the 1800s the PCs would be English or American members of an upperclass gentleman's (although perhaps with the inclusion of a woman for the sake of scandal) club devoted to magical study and investigation. </p><p></p><p>I am thinking of using d20 Modern (and yes I can hear the cries for Grim Tales even as I type, but its not for my group) and use some settign stuff from various books, possibly with some GURPS Napoleon for setting stuff, possibly the club will be the "Delta Society" founded by John Dee and the predecesor of Delta Green. </p><p></p><p>My main questions concern the magic system- I want something more flavorful than standard d20M magic. I have Modern Magic by Game Mechanics, and some of that might work, Elements of Magic, Black Company, and several other variant magic systems.</p><p></p><p>What system do you think would capture the feel of post-enlightment, late 1700 or early 1800's magic in England or America? If you only did one plot, what would it be?</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2527317, member: 14041"] My current campaign is winding down in the next month or so, and while our group has a several on-again-off-again campaigns and some more to come, several of us have been reading [I]Johnathan Strange and Mr. Norrel [/I] (although I am not done with it so no spoilers please) and I was thinking about running short campaign, possibly a one shot, in which all the PCs are "Gentlemen Magicians". Set in the 1800s the PCs would be English or American members of an upperclass gentleman's (although perhaps with the inclusion of a woman for the sake of scandal) club devoted to magical study and investigation. I am thinking of using d20 Modern (and yes I can hear the cries for Grim Tales even as I type, but its not for my group) and use some settign stuff from various books, possibly with some GURPS Napoleon for setting stuff, possibly the club will be the "Delta Society" founded by John Dee and the predecesor of Delta Green. My main questions concern the magic system- I want something more flavorful than standard d20M magic. I have Modern Magic by Game Mechanics, and some of that might work, Elements of Magic, Black Company, and several other variant magic systems. What system do you think would capture the feel of post-enlightment, late 1700 or early 1800's magic in England or America? If you only did one plot, what would it be? [/QUOTE]
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