Magical Academy game- freeform or D&D?
I have had the desire to run a magical academy game for a long time. I've tried several times in the past, with D&D, and had very mixed results.
I've been thinking through how to make it work out, and I am sort of stuck between which would work better, freeform or D&D?
freeform promotes creative writing and tends to draw players more looking for story than mechanics. It would also allow me to tailor the setting to be what I want it, mix in whatever I feel like.
But the lack of mechanics would make it hard to really define what spells/magic the characters are learning. There's no way to feel accomplished, growing in power, aside from describing it in creative text, which doesn't seem as concrete.
D&D on the other hand has a very thorough system to show magical abilities, a growth in magic, and gaining wider capabilities. But it also draws more of a mechanical bend to players and games, with characters designed to fight, not to be social. It would also be hard to go through a growth of beginner magic user to powerful practitioner without sort of fast forwarding through some of it.
(Just to clarify my current idea for a magic centered academy game in D&D is centered on the Arcane Congress in Eberron setting. I am thinking allowing characters as 2nd level gestalt, with either wizard, sorcerer, or artificer as one side of the gestalt. I figure this would allow for a wider variety of characters and capabilities.
Then splitting 'classes' between spontaneous and learned arcane magic, with various instructors teaching different things. Maybe have some sort of exam or test that would be more of a puzzle combat experience to gain xp, allowing players to level up and also take lessons.)
Which system do you think is more appealing? any idea how to counter some of the problems I have described?