Showing posts with label Harry Potter. Show all posts
Showing posts with label Harry Potter. Show all posts
Saturday, May 30, 2020
[Roll Your Own Life] The Books That Hooked Me (Part 7)
HARRY POTTER AND THE HALF-BLOOD PRINCE - J. K. ROWLING
Sorry I was late putting up a post yesterday for the books that had an impact on me. It was a combination of being busy with writing, and the timing after JK Rowling latest tweets...
I'm just going to post to say I love Harry Potter. I loved the movies first, then finally read all the books. But it was the sixth one - Harry Potter and the Half-Blood Prince that really struck a chord. Mostly because there is a lot of cool background in there, masses of story that they didn't have time to put on screen, detailing Tom Riddle's background and upbringing, that was fascinating.
I just wish that Warner Bros. bought Harry Potter off of JK outright, opening up the world to other creators to set stories (and games *hint*) within the Wizarding World.
One day I'll write a Harry Potter RPG...
One day...
Monday, May 18, 2020
[Roll Your Own Life] The Movies That Made Me (Part 22)
HARRY POTTER AND THE PRISONER OF AZKABAN (2004)
Harry Potter. You knew Harry Potter would have to be in the list somewhere. Movies that shaped my life? Oh boy...
The road to Harry Potter was a weird one for me. We were living in that little flat the other side of the country when the press had started getting wind of how popular Harry Potter was, just as the third book was coming out. Debs was intrigued by some press clippings she'd been sent, and we bought the first couple of books which she read in about a day, and then bought Prisoner of Azkaban the day it was released.
I was a bit stupid, and discounted it all completely. I wasn't really interested in a kids book, and didn't really have time to read much as I was working stupid hours at the cinema, so I didn't really give it much thought.
Debs, however, loved them and reread them a few times.
We moved back across the country and I got a job working in Ottakars, the bookstore (which I've mentioned before). By the time Order of the Phoenix came out in 2003, the interest in Harry Potter was huge, and there was no escape from the impact it was having - it was getting kids back into reading, and the midnight launch for that book was one of the most exciting and tiring book launches ever. Hundreds of kids dressed up, midnight opening, closed the store again at 3am, only to reopen that morning at 6am for more eager fans desperate to read the next instalment. We had owls in the shop, and it was brilliant.
However, I still hadn't read them.
When the first movie came out in 2001, Debs was really excited and we went opening day for it. I thoroughly enjoyed it, and Debs told me all the bits I was missing from the books. The next film was even better, made my Kenneth Branagh's hilarious performance is Gilderoy Lockhart. I was definitely getting into it, but in the back of my mind I was convinced the story was just Star Wars. (Orphaned kid, raised by aunt/uncle, has special powers, trained by a wizard, dark lord and his bad guys... all it needed was Voldemort to reveal he was Harry's father, and Hermione to be his sister, and my theory was complete).
With each movie, the tension was getting... well, tenser... and the themes were getting darker. But by Prisoner of Azkaban, the look of the movies changed. Gone were the pointy hats, in came the uniforms we now associate with Harry Potter. Every character had a wand that suited their personality, Hogwarts looked better, and you really could tell things were getting better, darker, and more epic.
We went to see Prisoner of Azkaban opening day again, and I was engrossed. I still hadn't read the books, so the plot was all a surprise to me. The twists came and threw me completely, and then...
Time Travel...
Heck yes. This was brilliant. Weird things that had happened in the movie came full circle as the characters went back in time and interacted with their own timelines. Freakin' awesome.
And that was the moment I was sold. I caved and started reading the books, and really enjoyed them - though I remember I got distracted half way through Prisoner of Azkaban and returned to them about a year later. I really must give them another read - I remember particularly loving Half-Blood Prince as it had so much backstory for Tom Riddle and Voldemort that wasn't in the movies...
Anyway, this is about the movies. Prisoner of Azkaban was the movie that really turned me from being a casual liker of Harry Potter to a full on fan. Debs was even more obsessive than me, and since then we've been to midnight screenings of them, seen them with full orchestra accompaniment at the Royal Albert Hall, and been to the Warner Bros. Studio Tour: The Making of Harry Potter so many times I've lost count. (Must be about 8 or 9 times now, I can't remember).
Our house looks a lot like the Gryffindor common room, and when Fantastic Beasts and Where to Find Them was announced we were there in the front row for the "fan event" with the cast and J K Rowling in the very same room as us.
Harry Potter and the Wizarding World has since become a bit of an obsession for me, and I'm still convinced that a tabletop RPG set in the Wizarding World would be the greatest thing ever... one day...
One day...
Tuesday, August 27, 2019
#RPGaDAY 2019 - DAY 25: CALAMITY, DAY 26: IDEA and DAY 27: SUSPENSE
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| Spider-droid has seen better days, time for a hot bath! Custom Autocratik dice thanks to www.chimericdesigns.co.uk |
*Insert Charlie Brown Aaugh!*
Time to catch up!
DAY 25: CALAMITY
Not really sure what I had in mind for CALAMITY - I guess the thing I always think of when it comes to RPGs and calamities is the good ol' fumble. At least that's where I remember it starting. Fumble tables, when you roll so badly that you really - I mean, REALLY - mess it up big-time. That kinda escalated over the years to become "disasters" or "Despairs" or the like.
Are they good for the game? It's a bit of both really - there's the advantage that it really shakes things up, adds some challenge and often some humour, and can lead to some exciting story developments. However, I've noticed a trend in "Fail Forwards" thinking - you don't get what you want, but something helps with the plot. Can they both exist in one game? Hmmm...
DAY 26: IDEA
Well, that's always my problem. I have too many ideas for games and not enough time / resources / connections / money to produce them. Possibly the best known of these ideas is the Harry Potter RPG I'd love to write if I could only fund the massive licensing deal and convince J K Rowling that RPGs are a great idea. Then there's the Ka-Tet RPG I wanted to write - roleplaying in the many worlds of Stephen King. I tried for that one, but it was just as the movie deal was being signed for the Dark Tower, so they said it wasn't a property they were interested in licensing out.
Problem is, I watch things and think "That would make a brilliant RPG" - the most recent one was watching 3Below: Tales of Arcadia. Connected to the amazing Trollhunters, and the third series Wizards coming later this year, it would be a great RPG...
And Twin Peaks...
Maybe I should just stick to working on WILD...
DAY 27: SUSPENSE
Onto today's post, catching up slowly! SUSPENSE! Hate to bring it up again, but our most recent game of Fria Ligan's ALIEN was one of the most terrifying experiments in suspense building I've had at a game for a while. I'm guessing it's because the scenario just kept piling on the tension in the form of infections, secret player character motivations, the knowledge that at least one of the xeno/neomorphs was on the loose in the ship - it meant even moving from one area of the ship to the next was full of suspense.
Great! If very stressful.
Tuesday, August 13, 2019
#RPGaDAY 2019 - DAY 13: MYSTERY
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| Doctor Strange Heroclix. Cool custom Autocratik dice thanks to www.chimericdesigns.co.uk |
Day Thirteen for #RPGaDAY 2019 is "MYSTERY", and that word conjures up one game in particular in my mind - Tales from the Loop. It's all about solving and uncovering mysteries. So much so, the setting for your campaign is called the Mystery Landscape, and like a great episode of Scooby-Doo you discover that strange things are going on in your neighbourhood. Whether this is the original setting of the Swedish Loop, the US version in Boulder, or one designed around your hometown, the kids discover cool robots, time-travel, dinosaurs, odd technology and weird devices that weave together to make an awesome setting for any RPG.
The games we've played of Tales from the Loop have been great - we've done the whole of the campaign from the corebook - and I'm looking forward to continuing our characters (somehow - one was locked up for his violent tendencies, another ran away) in the darker and creepier Things from the Flood. Same setting, but the experiments at the Loop have let "things" into our reality, and it's all going horribly wrong.
Fantastic. Love it.
I love the game system so much, and its brilliant simplicity, that I started working out how it could be used to play Harry Potter - after all, that's kids and teenagers uncovering mysteries... You can read about it here.
Wednesday, October 10, 2018
Pitch Perfect
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| Front cover of the Duffer Brother's original pitch - Montauk |
It is #WorldMentalHealthDay, or #MentalHealthAwarenessDay depending upon which hashtag you're following on the various social media thingies... and I've just finished my last CBT seminar hoping to get me into a routine, sort my behaviour patterns out, and improve my mood.
I've been feeling better since my post at the beginning of September, but I need to keep to my plan to avoid social media. I've found myself slipping again and passing hours just staring at Facebook or Twitter, seeing if something exciting has happened. I do just need to get on with my own stuff.
So, as part of that "do my own thing", I've been thinking about my RPG - WILD, and acknowledging a problem I've had with it since I started working on it so many years ago. It's all about mental health, and motivation.
| Very small sketch I did for the initial cover idea for the corebook of WILD. The covers would fit together with the supplements, uniting the middle image. |
In the middle of #RPGaDAY2018 I had the revelation. I thought, if I could sell the idea of the game to a publisher, then I'd have the motivation to keep me working on it. If I didn't get it done, then I'd be letting down more than just myself. I'd be letting them down too. And I'm so good at letting people down...
I figured, if I wrote a pitch. A summary of what WILD is, explaining the setting, the basics of the system, how I wanted the game to be presented, and a sample of what I'd written, I could put it together in a document I could give to potential partners and see if they'd be interested.
After all, the Duffer Brothers produced this awesome little 20-page booklet called Montauk (the original name for the series) when they were pitching Stranger Things to various TV companies. Using aged photos from films and series that inspired them, they wrote a basic summary of what they hoped to produce, and it must have worked...
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| Example spread from the Montauk pitch by the Duffer Brothers, pitching the TV series that would become the awesome Stranger Things. |
A good friend of mine and ex-dayjob work colleague, Alrissa, for her final project for her degree produced a children's book. She had a few printed, only three or four if I remember correctly, but the wonders of digital printing means that you can do a very small print run as a sample and hopefully get people interested. After doing some research, and finding what can be done and for what price, I'm sure this is cool idea.
So that's what I've been doing with my time. I've been working on a pitch for WILD to show to potential game companies that have partnered with people for Kickstarters in the past. There's no commitment from them, but if they say they're interested and would do the game with me, I have the added motivation to actually get the darn thing finished.
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| Sample layout of a potential Harry Potter RPG, text by me, layout by Will Brooks |
| The original printed pitch given to the BBC for the Doctor Who RPG. Very, very few of these exist. |
There I go, letting my thoughts get away with me again...
Until next time, look after yourself and each other.
Wednesday, October 3, 2018
The Wizarding World of Roleplaying
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| Debs and I, about fourth in the queue at the first Fantastic Beasts fan event 2016 in London (Yes, J K Rowling was there. No she didn't hear us screaming) |
I've said it before, and I'll say it again - I need to write the Official Harry Potter tabletop roleplaying game. Not some "numbers filed off" unofficial one. I need to write an official, licensed RPG set within J K Rowling's Wizarding World.
The frustration that there isn't one, and that I'm not involved, ebbs and flows but it is times like yesterday when the leaked footage of an awesome looking video-game RPG within the Wizarding World hit the internet, that I start screaming at my computer.
First of all, about that video game footage. It looks amazing. I'm so glad I wasn't part of their focus group as I would have been leaping about the room, making noises like a Fwooper. It's a great studio behind it if the rumours are true (Avalanche who did Disney Infinity), and the game looks stunning.
Like Portkey Games and their Hogwarts Mystery game, they've been sensible and set the rumoured RPG in another time period to avoid clashing with the events of Harry Potter (and Fantastic Beasts). And like Portkey's Hogwarts Mystery it tells a new story within the Wizarding World, with new characters visiting familiar locations.
| My character tutoring Lumos in Hogwarts Mystery - so long ago... I'm a fourth year now... |
So the question is, if this fantastic video game, as well as Portkey's Hogwarts Mystery, can tell new stories at Hogwarts (and in the Wizarding World in general) that are not necessarily considered canon, why is a tabletop roleplaying game any different?
I'd just love some answers.
If it's fear of players creating their own stories and adventures within the Wizarding World, in the games they play and create sitting around a table, it's not like it's that far from fan-fiction. It's not making money and it's certainly not considered canon to the universe.
If it's worry about the potential publisher creating new stories and adventures, I'm sure that any adventure idea would be vetted by Warner Brothers, and is it that different from creating the narrative of the video games currently published or in development? When Portkey first announced their games there was a section in their FAQ's that said J K Rowling would be approving everything - a line that was removed a few months later making it seem like the developers have been given a little more free rein.
Is it just about the money? While a Harry Potter tabletop RPG would be huge in the games world, the tabletop games industry makes a fraction of the money that a video games company would.
I've addressed in earlier posts the many benefits of tabletop gaming and how a Harry Potter RPG would get kids (and adults) interacting sociably in a face-to-face environment, fuelling their imaginations, getting them thinking on their feet, problem solving, and creating. You can see the lengthier post here: http://autocratik.blogspot.com/2017/11/harry-potter-adventures-in-wizarding.html
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| Pitch layout for a potential Harry Potter RPG - layout by Will Brooks |
That same post also details my first attempt at pitching to Warner Bros with the support of a major game company, and how it didn't get very far. I have to wonder if the thing that stopping a Harry Potter RPG is not speaking to the right people? Or getting through to them in the first place? When we pitched (successfully) to the BBC for the Doctor Who RPG, I learned that a factor in other companies' attempts at the license may be purely down to them not getting through to the right person with their proposal.
So my big questions are...
Why is there no Harry Potter / Wizarding World tabletop roleplaying game?
If it's purely financial, I can understand that - I'll just have to hope either to gain the backing of a successful and fluid publisher, or hope for a lottery win. Of course, if a publisher is already working towards a Potterverse game, please let me know!
If it's about creative control, then why can video games companies do all of the things that seem to hold a tabletop game back.
One day I'll corner the Warner execs in a room with J K Rowling, and I'll give them the Powerpoint presentation of a lifetime...
Until then, I'll just have to play with my hack of Tales from the Loop...
Tuesday, June 19, 2018
Magical Musings (Tales of Hogwarts 5)
Sorry it has been a while since the last part of the adapting of Fria Ligan's amazing Tales from the Loop to use as a Harry Potter game. Things got a bit on top of me, the cat was a little ill, major appliances broke, and I fell down the spiral of self doubt.
Where were we? Oh yes, we'd determined the Attributes - the four house Traits, and the Skills.
The controversial decision I mentioned last week was not having a single "Magic" Skill, but splitting it into Supplementary Magic, Charms, Transfiguration and Defence Against the Dark Arts.
The main reason for doing this is to (a) split the practical magic - the actual wand waving and so on - from the potions and herbology, and (b) to split the remaining practical magics so that there wasn't a single "god" skill that players would pump all of their points in to make them horribly over-powered.
Of course, we've already mentioned that I decided to untie the Skills from the Attributes, so that you could use Brave and Defence Against the Dark Arts if you were making an attack against a dark wizard, or Wise and Defence Against the Dark Arts if you were studying it for your homework, or researching a spell. You could even use Cunning with it if you were attacking in a particularly sneaky way, or even Loyal if you were using it to protect your friends.
What about those three practical magic skills?
I mentioned last week that they break down like this:
Charms - Charms are all of the spells that give the target new properties, whether that is light, levitation, fixing something, unlocking something, etc. For example: Accio, Alohomora, Lumos, Silencio, Wingardium Leviosa.
Transfiguration - Transfiguration classes are about changing the properties of a target, including switching, conjuring or vanishing. For example, Engorgio, Aguamenti, Incendio, Serpensortia, Reparifarge.
D.A.D.A. (Defence Against the Dark Arts) - while the class is about defending yourself against the dark arts and dark creatures, D.A.D.A. as a Skill also covers all forms of hexes, jinxes and curses, as well as defending yourself against them. For example, Expecto Patronum, Expelliarmus, Flipendo, Levicorpus, Protego, Rictumsempra, Stupify.
To make it easier, I've created a little table of which charm or spell is a "Charm", "Transfiguration" or "Defence against the Dark Arts"...
There are a few things to note on here. Reparo, and Revelio are odd ones. They could work as both Charms and Transfiguration - after all, they are both fixing and adding something to the object, as well as changing its properties. They're classed as "Transfiguration" in Hogwarts Mystery, but some of their choices are interesting to say the least. I'm undecided about those, but I'd be tempted to leave it up to the GM depending upon the situation.
The other thing to note is the inclusion of the three Unforgivable Curses (Avada Kadavra, Cruciatus, and Imperius). Player characters shouldn't have access to these, though it's not unheard of with more mature students in times of extreme stress and conflict. Using these should not be without consequences...
-
When it comes to actual magic use, it's just a simple roll of the dice like any Attribute and Skill roll. Simple!!
If you're duelling or in a conflict, it's the same as the usual "Kid versus Kid" text from p70 of Tales from the Loop. If the target has prepared by using Protego beforehand, the difficulty is pushed up from Difficult (1 Success needed) to Extremely Difficult (2 Successes needed) so the winner would have to roll 2 Successes more than the target to win. Battling major villains is the same Extended Trouble (p70) for when you're fighting a Basilisk or trying to snatch an egg from under the nose of a Hungarian Horntail.
-
I think that's about all you need to run a game. I had started to think about odd little things like increasing the difficulty when using someone else's wand (2 Successes) or using no wand at all (3 Successes) and odd little modifiers depending upon your heritage (Muggleborn, Half-blood, etc), but that's only really when dealing with muggle items (purebloods have it harder!). But those are little details the GM can add if they fancy.
-
That's it for now. Next time I may have to bring up #RPGaDAY again to see if anyone's actually interested in spreading a positive message of gaming... you've been warned.
Until next time, stay multi-classy!
| Part of the Harry Potter library... because, you've got to have reference material... |
Where were we? Oh yes, we'd determined the Attributes - the four house Traits, and the Skills.
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| The character sheet so far (Attributes in the Hogwarts Crest!) |
The main reason for doing this is to (a) split the practical magic - the actual wand waving and so on - from the potions and herbology, and (b) to split the remaining practical magics so that there wasn't a single "god" skill that players would pump all of their points in to make them horribly over-powered.
Of course, we've already mentioned that I decided to untie the Skills from the Attributes, so that you could use Brave and Defence Against the Dark Arts if you were making an attack against a dark wizard, or Wise and Defence Against the Dark Arts if you were studying it for your homework, or researching a spell. You could even use Cunning with it if you were attacking in a particularly sneaky way, or even Loyal if you were using it to protect your friends.
What about those three practical magic skills?
I mentioned last week that they break down like this:
Charms - Charms are all of the spells that give the target new properties, whether that is light, levitation, fixing something, unlocking something, etc. For example: Accio, Alohomora, Lumos, Silencio, Wingardium Leviosa.
Transfiguration - Transfiguration classes are about changing the properties of a target, including switching, conjuring or vanishing. For example, Engorgio, Aguamenti, Incendio, Serpensortia, Reparifarge.
D.A.D.A. (Defence Against the Dark Arts) - while the class is about defending yourself against the dark arts and dark creatures, D.A.D.A. as a Skill also covers all forms of hexes, jinxes and curses, as well as defending yourself against them. For example, Expecto Patronum, Expelliarmus, Flipendo, Levicorpus, Protego, Rictumsempra, Stupify.
To make it easier, I've created a little table of which charm or spell is a "Charm", "Transfiguration" or "Defence against the Dark Arts"...
There are a few things to note on here. Reparo, and Revelio are odd ones. They could work as both Charms and Transfiguration - after all, they are both fixing and adding something to the object, as well as changing its properties. They're classed as "Transfiguration" in Hogwarts Mystery, but some of their choices are interesting to say the least. I'm undecided about those, but I'd be tempted to leave it up to the GM depending upon the situation.
The other thing to note is the inclusion of the three Unforgivable Curses (Avada Kadavra, Cruciatus, and Imperius). Player characters shouldn't have access to these, though it's not unheard of with more mature students in times of extreme stress and conflict. Using these should not be without consequences...
-
When it comes to actual magic use, it's just a simple roll of the dice like any Attribute and Skill roll. Simple!!
If you're duelling or in a conflict, it's the same as the usual "Kid versus Kid" text from p70 of Tales from the Loop. If the target has prepared by using Protego beforehand, the difficulty is pushed up from Difficult (1 Success needed) to Extremely Difficult (2 Successes needed) so the winner would have to roll 2 Successes more than the target to win. Battling major villains is the same Extended Trouble (p70) for when you're fighting a Basilisk or trying to snatch an egg from under the nose of a Hungarian Horntail.
-
I think that's about all you need to run a game. I had started to think about odd little things like increasing the difficulty when using someone else's wand (2 Successes) or using no wand at all (3 Successes) and odd little modifiers depending upon your heritage (Muggleborn, Half-blood, etc), but that's only really when dealing with muggle items (purebloods have it harder!). But those are little details the GM can add if they fancy.
-
That's it for now. Next time I may have to bring up #RPGaDAY again to see if anyone's actually interested in spreading a positive message of gaming... you've been warned.
Until next time, stay multi-classy!
Wednesday, May 30, 2018
Stupifying Skills! (Tales of Hogwarts 4)
Last week I continued my look at using the awesome Tales from the Loop roleplaying game as a base for the rules for a Harry Potter RPG, taking a closer look at how the Attributes worked in Tales from the Loop, as well as other games that use the same incredibly simple system (Mutant: Year Zero, and Coriolis).
After some deliberation, I concluded that the four Attributes to be used in a Harry Potter version of Tales from the Loop should reflect the qualities of the four Houses at Hogwarts -
Brave, Cunning, Loyal and Wise.
I also decided to untether the Attributes from the Skills. That way, you free up the player to not only behave more like their House, but also to come up with imaginative ways of doing things.
It also means that you can work with the same low number of Skills and have them do multiple things.
Now we've brought up the topic of Skills, lets look at how they can work in the game.
SKILLS
As I mentioned a few weeks ago, the first thing I did was look at the existing games with the same engine at its heart, comparing the fantastic Tales from the Loop with its sibling games, Mutant: Year Zero and Coriolis.
I was surprised to see that Coriolis broke the trend of having three Skills that tied to each Attribute (and expanded the list of Skills to 16). Even though I decided to break the ties between the Attributes and Skills, I really liked the idea of keeping to the simple list of 12.
As the Attributes have moved away from being Physical, Mental, Tech, etc. I couldn't have Skills that related to Brave or Loyal, but at their heart there were some similarities. I figured, like Tales from the Loop, to have a Physical batch, a Mental, and a Social batch of Skills. Tales from the Loop also has a group of three Skills that relate to Tech (Tinker, Program and Calculate) but as Tech is as far from Harry Potter as you can get, that leaves a batch of Skills to dedicate to Magic...
So, this is the way I'm currently thinking for Skills:
Force - This is basically the same as Tales from the Loop. It comes into play when you're lifting something, fighting physically (punching Draco on the nose, swinging the sword at the Basilisk, etc) or enduring strain, pain, fatigue, etc.
Move - Again, this is like Tales from the Loop and is used when you're physically moving about, climbing, running fast, balancing... anything that requires dexterity. Combined with Cunning it acts as Sneak as well.
Travel - This is a new one. This is for other modes of transport or moving, usually magical. Travel is used when you're flying a broom, apparating, using the floo network, riding a magical creature, as well as driving a car (enchanted or not), riding a bike, or even if a roll is needed with a portkey.
Investigate - This is similar to Tales from the Loop and is all about looking for clues, as well as researching and hitting the books in the Library.
Comprehend - Again, similar to the Tales from the Loop skill, it's about knowing the right thing and putting the clues together, or knowing where to look for something. It's also vital for understanding your studies at Hogwarts so you don't fail your classes.
Supplementary Magic - This Skill covers the studies that aren't done simply with the wave of a wand. This covers your studies in Potions, Herbology, Divination, History of Magic, Astronomy, etc. It's magic, but more academic and no less important. (Still pondering the name for this Skill)
Convince - This is like the Charm Skill in Tales from the Loop (but obviously we can't use Charm as a name for it) combined with Lead. It is used to charm someone, lie to them, convince them that they can do it, lead them as a group, or manipulate someone.
Friends - Like the Contact Skill in Tales from the Loop only with added effects. You can use Friends when you need to know the right person, or know who can help with a certain problem, but you can also use the skill when cheering someone on, or making new friends.
Empathy - is all about understanding what other people are thinking or feeling, helping when they are sad, scared or confused. Empathy is also a vital Skill for your Care of Magical Creatures class, knowing how to react and understand what the creature is thinking or feeling.
This leaves three Skills for magic use. Breaking down all of the magic in Harry Potter to three simple categories isn't easy, but hopefully it'll make sense...
Charms - Charms are all of the spells that give the target new properties, whether that is light, levitation, fixing something, unlocking something, etc. For example: Accio, Alohomora, Lumos, Silencio, Wingardium Leviosa.
Transfiguration - Transfiguration classes are about changing the properties of a target, including switching, conjuring or vanishing. For example, Engorgio, Aguamenti, Incendio, Serpensortia, Reparifarge.
D.A.D.A. (Defence Against the Dark Arts) - while the class is about defending yourself against the dark arts and dark creatures, D.A.D.A. as a Skill also covers all forms of hexes, jinxes and curses, as well as defending yourself against them. For example, Expecto Patronum, Expelliarmus, Flipendo, Levicorpus, Protego, Rictumsempra, Stupify.
Why have I split the magic like this?
Well, it's to avoid a "God Skill". If all magic use was one Skill, at character creation you'd put all of your points in it and it would quickly become the most used Skill-check in the game. Splitting it into three (hopefully logical) categories spreads it about a bit and produces some wizards and witches who are good at Charms, but not necessarily great in a duel, and so on.
I started a basic list of which spell works with which Skill, though it should be down to the GM to determine any disputes or make any decisions depending upon the situation. I'll look at magic in more detail next blog post, but hopefully it should make sense.
So that means that the Attributes / Skills section of the character sheet should look a bit like this so far...
Next post I'll address magic, and continue building the Harry Potter RPG/Tales from the Loop hack!
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| The Hogwarts Crest - Designed by MinaLima (c) WBEI |
Brave, Cunning, Loyal and Wise.
I also decided to untether the Attributes from the Skills. That way, you free up the player to not only behave more like their House, but also to come up with imaginative ways of doing things.
It also means that you can work with the same low number of Skills and have them do multiple things.
Now we've brought up the topic of Skills, lets look at how they can work in the game.
SKILLS
As I mentioned a few weeks ago, the first thing I did was look at the existing games with the same engine at its heart, comparing the fantastic Tales from the Loop with its sibling games, Mutant: Year Zero and Coriolis.
I was surprised to see that Coriolis broke the trend of having three Skills that tied to each Attribute (and expanded the list of Skills to 16). Even though I decided to break the ties between the Attributes and Skills, I really liked the idea of keeping to the simple list of 12.
As the Attributes have moved away from being Physical, Mental, Tech, etc. I couldn't have Skills that related to Brave or Loyal, but at their heart there were some similarities. I figured, like Tales from the Loop, to have a Physical batch, a Mental, and a Social batch of Skills. Tales from the Loop also has a group of three Skills that relate to Tech (Tinker, Program and Calculate) but as Tech is as far from Harry Potter as you can get, that leaves a batch of Skills to dedicate to Magic...
So, this is the way I'm currently thinking for Skills:
Force - This is basically the same as Tales from the Loop. It comes into play when you're lifting something, fighting physically (punching Draco on the nose, swinging the sword at the Basilisk, etc) or enduring strain, pain, fatigue, etc.
Move - Again, this is like Tales from the Loop and is used when you're physically moving about, climbing, running fast, balancing... anything that requires dexterity. Combined with Cunning it acts as Sneak as well.
Travel - This is a new one. This is for other modes of transport or moving, usually magical. Travel is used when you're flying a broom, apparating, using the floo network, riding a magical creature, as well as driving a car (enchanted or not), riding a bike, or even if a roll is needed with a portkey.
Investigate - This is similar to Tales from the Loop and is all about looking for clues, as well as researching and hitting the books in the Library.
Comprehend - Again, similar to the Tales from the Loop skill, it's about knowing the right thing and putting the clues together, or knowing where to look for something. It's also vital for understanding your studies at Hogwarts so you don't fail your classes.
Supplementary Magic - This Skill covers the studies that aren't done simply with the wave of a wand. This covers your studies in Potions, Herbology, Divination, History of Magic, Astronomy, etc. It's magic, but more academic and no less important. (Still pondering the name for this Skill)
Convince - This is like the Charm Skill in Tales from the Loop (but obviously we can't use Charm as a name for it) combined with Lead. It is used to charm someone, lie to them, convince them that they can do it, lead them as a group, or manipulate someone.
Friends - Like the Contact Skill in Tales from the Loop only with added effects. You can use Friends when you need to know the right person, or know who can help with a certain problem, but you can also use the skill when cheering someone on, or making new friends.
Empathy - is all about understanding what other people are thinking or feeling, helping when they are sad, scared or confused. Empathy is also a vital Skill for your Care of Magical Creatures class, knowing how to react and understand what the creature is thinking or feeling.
This leaves three Skills for magic use. Breaking down all of the magic in Harry Potter to three simple categories isn't easy, but hopefully it'll make sense...
Charms - Charms are all of the spells that give the target new properties, whether that is light, levitation, fixing something, unlocking something, etc. For example: Accio, Alohomora, Lumos, Silencio, Wingardium Leviosa.
Transfiguration - Transfiguration classes are about changing the properties of a target, including switching, conjuring or vanishing. For example, Engorgio, Aguamenti, Incendio, Serpensortia, Reparifarge.
D.A.D.A. (Defence Against the Dark Arts) - while the class is about defending yourself against the dark arts and dark creatures, D.A.D.A. as a Skill also covers all forms of hexes, jinxes and curses, as well as defending yourself against them. For example, Expecto Patronum, Expelliarmus, Flipendo, Levicorpus, Protego, Rictumsempra, Stupify.
Why have I split the magic like this?
Well, it's to avoid a "God Skill". If all magic use was one Skill, at character creation you'd put all of your points in it and it would quickly become the most used Skill-check in the game. Splitting it into three (hopefully logical) categories spreads it about a bit and produces some wizards and witches who are good at Charms, but not necessarily great in a duel, and so on.
I started a basic list of which spell works with which Skill, though it should be down to the GM to determine any disputes or make any decisions depending upon the situation. I'll look at magic in more detail next blog post, but hopefully it should make sense.
So that means that the Attributes / Skills section of the character sheet should look a bit like this so far...
It's a work in progress, and the rest of the character sheet will develop as these blog posts continue... Fill in the Attributes in the Hogwarts Crest, and the rest is as normal.
Next post I'll address magic, and continue building the Harry Potter RPG/Tales from the Loop hack!
Tuesday, May 22, 2018
Accio Attributes! (Tales of Hogwarts 3)
No Tales from the Loop game this week, but I have been continuing my thoughts of using the game system to run Harry Potter.
Many, many moons ago, when I first started thinking about Harry Potter as a tabletop roleplaying game, I started working out what Attributes and Skills would work the best for the game. After initially planning on using a simplified version of the Vortex system, the system I'd developed for Cubicle 7's Doctor Who RPG (Adventures in Time and Space), I thought about just having four Attributes - one for each Hogwarts House.
You can see from the initial character sheet I'd designed that the Hogwarts crest on the little "report card" didn't have the usual illustrations of the four house animals - they were blank for you to write the Attributes in! (Bet you didn't notice that the many times I'd posted that picture!!!)
Originally, as you can see in the image, I'd thought of having Brave, Shrewd, Loyal and Wise as Attributes.
Let's come back up to date and look at how I've been stripping the Tales from the Loop system down to use for Harry Potter.
Tales from the Loop, and the other games that use the system, have four Attributes. I really liked the Mind Attribute to reflect how smart your character is, and the Heart Attribute that's used when you're being empathic or interacting with your friends...
Wait... A smart Attribute, and a friendship Attribute... sounding like I was on the right track all those years ago...
That leaves two Attributes. If you think of the physical things the characters in Harry Potter do, they're either being daring and brave - flying, punching Draco, heading into dangerous places, hanging out of flying cars, etc. Or, they're investigating - sneaking about, finding stuff, etc.
I'd already decided there wouldn't be a Magic Attribute (as it'd be the God Attribute that everyone would pump all of their points into and try to be the all powerful lord of magic). So that means that the remaining two Attributes would again be physical (but not entirely)...
But it's just what I had before. So now it's just a case of narrowing down names. So, to put it in Tales from the Loop terminology, the Attributes now look like this:
-
Attributes
Your student is defined by four Attributes that help you overcome Trouble and continue your studies at Hogwarts. The Attributes are: Brave, Cunning, Loyal and Wise. Attribute scores range from 1 to 5.
Brave - is the student's ability to face danger, swing the sword of Gryffindor at the basilisk, punch the bully in the nose, run down a corridor when the ceiling is collapsing, fly a broom in a storm, climb, or hold your ground. This is the highest Attribute in most Gryffindor students.
Cunning - is the ability to sneak around the corridors at night, pinch vital ingredients from the potions class supplies, deduce strange puzzles, make a sneaky attack when duelling, bluff your way out of trouble, distract someone, or convince them to do something for your own benefit. This is the highest Attribute of most Slytherin students.
Loyal - is all about the student's relationships, understanding what they are thinking, making friends, know the right people, helping them to overcome their problems, and reassure them when they doubt their actions. This is the highest Attribute of most Hufflepuff students.
Wise - is about knowledge, learning and understanding. This is the ability to learn, study, deduce, solve riddles, understand clues and remember the vital information needed at the right time. This is usually the highest Attribute of most Ravenclaw students.
The highest Attribute you have at character creation (and therefore, when you are sorted) will determine the house you are sorted into at Hogwarts. Simply, if your Wise Attribute is the highest Attribute you have, you'll be sorted into Ravenclaw. It's not always the case, there are always exceptions to the rules (and Hatstands, as they are called). If a player really wants to play a Ravenclaw whose Loyal is the highest Attribute, as long as the GM agrees there's nothing to stop them. (Personally, I'd say that's what happened with Luna!)
That's Attributes "sorted" if you pardon the pun. Next time, we'll look at Skills...
Until next time, stay multi-classy!!
Many, many moons ago, when I first started thinking about Harry Potter as a tabletop roleplaying game, I started working out what Attributes and Skills would work the best for the game. After initially planning on using a simplified version of the Vortex system, the system I'd developed for Cubicle 7's Doctor Who RPG (Adventures in Time and Space), I thought about just having four Attributes - one for each Hogwarts House.
You can see from the initial character sheet I'd designed that the Hogwarts crest on the little "report card" didn't have the usual illustrations of the four house animals - they were blank for you to write the Attributes in! (Bet you didn't notice that the many times I'd posted that picture!!!)
![]() |
| The original idea for the character sheet was a report card - note the houses on the crest are empty to fill in values! |
Let's come back up to date and look at how I've been stripping the Tales from the Loop system down to use for Harry Potter.
Tales from the Loop, and the other games that use the system, have four Attributes. I really liked the Mind Attribute to reflect how smart your character is, and the Heart Attribute that's used when you're being empathic or interacting with your friends...
Wait... A smart Attribute, and a friendship Attribute... sounding like I was on the right track all those years ago...
That leaves two Attributes. If you think of the physical things the characters in Harry Potter do, they're either being daring and brave - flying, punching Draco, heading into dangerous places, hanging out of flying cars, etc. Or, they're investigating - sneaking about, finding stuff, etc.
I'd already decided there wouldn't be a Magic Attribute (as it'd be the God Attribute that everyone would pump all of their points into and try to be the all powerful lord of magic). So that means that the remaining two Attributes would again be physical (but not entirely)...
But it's just what I had before. So now it's just a case of narrowing down names. So, to put it in Tales from the Loop terminology, the Attributes now look like this:
-
Attributes
Your student is defined by four Attributes that help you overcome Trouble and continue your studies at Hogwarts. The Attributes are: Brave, Cunning, Loyal and Wise. Attribute scores range from 1 to 5.
Brave - is the student's ability to face danger, swing the sword of Gryffindor at the basilisk, punch the bully in the nose, run down a corridor when the ceiling is collapsing, fly a broom in a storm, climb, or hold your ground. This is the highest Attribute in most Gryffindor students.
Cunning - is the ability to sneak around the corridors at night, pinch vital ingredients from the potions class supplies, deduce strange puzzles, make a sneaky attack when duelling, bluff your way out of trouble, distract someone, or convince them to do something for your own benefit. This is the highest Attribute of most Slytherin students.
Loyal - is all about the student's relationships, understanding what they are thinking, making friends, know the right people, helping them to overcome their problems, and reassure them when they doubt their actions. This is the highest Attribute of most Hufflepuff students.
Wise - is about knowledge, learning and understanding. This is the ability to learn, study, deduce, solve riddles, understand clues and remember the vital information needed at the right time. This is usually the highest Attribute of most Ravenclaw students.
The highest Attribute you have at character creation (and therefore, when you are sorted) will determine the house you are sorted into at Hogwarts. Simply, if your Wise Attribute is the highest Attribute you have, you'll be sorted into Ravenclaw. It's not always the case, there are always exceptions to the rules (and Hatstands, as they are called). If a player really wants to play a Ravenclaw whose Loyal is the highest Attribute, as long as the GM agrees there's nothing to stop them. (Personally, I'd say that's what happened with Luna!)
That's Attributes "sorted" if you pardon the pun. Next time, we'll look at Skills...
Until next time, stay multi-classy!!
Tuesday, May 15, 2018
Breaking the Rules (Tales of Hogwarts 2)
Having one of those "What's the frelling point?" days today, looking at WILD and feeling like it's all nonsense and that no one will ever want to read it or play it. One of the problems sometimes of having too many ideas and not enough motivation or the means to go through with it.
As a means of distraction, I've been continuing my thoughts of using the Tales from the Loop system to create a Harry Potter RPG. We had another excellent game of Tales from the Loop last night, resolving one of the plots of the many we'd uncovered in the mystery landscape.
Last post, I started discussing how the Pride and Luck rationing could be tweaked to better reflect the Kids' time at Hogwarts, rather than out in the field filled with bizarre technology and weirdness.
The next stage is taking a look at the Attributes and Skills used in Tales from the Loop and seeing what needs to be changed to suit Harry Potter.
-
It's strange, but I had weird flashbacks to Star Trek. A couple of years ago, when I first started talking to Modiphius about working on Star Trek, they told me it would be done using their 2D20 system and I should take a look at that and see how it could be adapted to suit Star Trek.
The first thing I did was look at the 2D20 games they had published, or were in the works, to start "breaking the rules" - so to speak. Breaking the rules down into their components to see how it works. A sort of reverse-engineering.
I looked at Mutant Chronicles, Infinity, Conan and John Carter, knowing that they wanted a level of complexity in the middle of the range (if Infinity/MC was the complex end, and John Carter was 2D20 "lite"). First thing I did was make notes of what Attributes and Skills were used for each incarnation of 2D20, and see what related to what.
I also took a long look at the previous incarnations of Star Trek - the FASA, Last Unicorn Games and Decipher versions - and looked to see what they had considered essential skills and attributes in their interpretations of Trek.
Eventually, I came up with six Attributes, and the six "skills" (which were basically the posts on the crew, two for each Star Fleet Division). The Attributes were Bravery, Control, Empathy, Presence, Reason, and Resilience. And the "skills" were Command, Conn, Medical, Science, Engineering, and Security.
Those Attributes changed shortly after I left the project, but you get the idea of where I was going with it.
-
I started doing the same with Tales from the Loop. I knew the system was used by a couple of other excellent games - Mutant: Year Zero, and Coriolis - so I thought I'd look and see what Attributes and Skills were used for each of these games.
However, looking at the Attributes and Skills gave me the same feeling I had when I first started picking at 2D20 for Star Trek...
FREE YOUR MIND...
And by that, I wanted to take the ties off. One of the first things I suggested for Star Trek was to untie the relationship between Attribute and Skill. Sure, it means that some players will want to always use their strongest Attribute to do anything, but the situation will determine if a certain Attribute or Skill comes into play.
I used a simple example for this -
Say you want to lift a rock. Bear in mind, this is for the original Star Trek Attributes, not the ones they went for finally as I'm more familiar with my version...
If you want to lift a rock to hit someone with it, you'd use Resilience and Security (as it's combat).
If you want to lift a rock off of someone who is pinned, you'd use Resilience and Medicine.
If you want to lift a rock off of someone while lava is approaching, you could use Bravery and Medicine.
If you wanted to lift a rock to see what is underneath, you'd use Reason and Science.
If you wanted to lift a rock to by wedging something under it and levering it free you'd use Resilience and Engineering.
You get the gist.
Looking at the system used in Loop and the other games, the skills are firmly tied to an attribute... I'm quite keen to break those ties as the first stage.
I'd also like to use similar Attributes to Tales from the Loop - but Tech needs replacing. Next comes the big issue which I'll be pondering over the week - what should replace Tech? Would a Magic Attribute be too powerful?
Hmmm... I'm going to think about that, and look in depth again at the breakdown of Charms, Jinxes and Curses ready for the next post. (As well as going back to writing WILD - after all, there's a lot more chance of WILD seeing the light of day than there is a Harry Potter game!!)
Until next time, stay multi-classy!
| The t-shirt I was wearing for last night's Tales from the Loop game - Bonus points if you recognise the 80's movie it is from! |
As a means of distraction, I've been continuing my thoughts of using the Tales from the Loop system to create a Harry Potter RPG. We had another excellent game of Tales from the Loop last night, resolving one of the plots of the many we'd uncovered in the mystery landscape.
Last post, I started discussing how the Pride and Luck rationing could be tweaked to better reflect the Kids' time at Hogwarts, rather than out in the field filled with bizarre technology and weirdness.
The next stage is taking a look at the Attributes and Skills used in Tales from the Loop and seeing what needs to be changed to suit Harry Potter.
-
It's strange, but I had weird flashbacks to Star Trek. A couple of years ago, when I first started talking to Modiphius about working on Star Trek, they told me it would be done using their 2D20 system and I should take a look at that and see how it could be adapted to suit Star Trek.
The first thing I did was look at the 2D20 games they had published, or were in the works, to start "breaking the rules" - so to speak. Breaking the rules down into their components to see how it works. A sort of reverse-engineering.
I looked at Mutant Chronicles, Infinity, Conan and John Carter, knowing that they wanted a level of complexity in the middle of the range (if Infinity/MC was the complex end, and John Carter was 2D20 "lite"). First thing I did was make notes of what Attributes and Skills were used for each incarnation of 2D20, and see what related to what.
| My original notes during the early phases of Star Trek Adventures development looking at the various incarnations of 2D20 |
I also took a long look at the previous incarnations of Star Trek - the FASA, Last Unicorn Games and Decipher versions - and looked to see what they had considered essential skills and attributes in their interpretations of Trek.
| More of my original notes, looking at the previous versions of Star Trek and how they broke down the skills and attributes. |
Eventually, I came up with six Attributes, and the six "skills" (which were basically the posts on the crew, two for each Star Fleet Division). The Attributes were Bravery, Control, Empathy, Presence, Reason, and Resilience. And the "skills" were Command, Conn, Medical, Science, Engineering, and Security.
Those Attributes changed shortly after I left the project, but you get the idea of where I was going with it.
-
I started doing the same with Tales from the Loop. I knew the system was used by a couple of other excellent games - Mutant: Year Zero, and Coriolis - so I thought I'd look and see what Attributes and Skills were used for each of these games.
However, looking at the Attributes and Skills gave me the same feeling I had when I first started picking at 2D20 for Star Trek...
FREE YOUR MIND...
And by that, I wanted to take the ties off. One of the first things I suggested for Star Trek was to untie the relationship between Attribute and Skill. Sure, it means that some players will want to always use their strongest Attribute to do anything, but the situation will determine if a certain Attribute or Skill comes into play.
I used a simple example for this -
Say you want to lift a rock. Bear in mind, this is for the original Star Trek Attributes, not the ones they went for finally as I'm more familiar with my version...
If you want to lift a rock to hit someone with it, you'd use Resilience and Security (as it's combat).
If you want to lift a rock off of someone who is pinned, you'd use Resilience and Medicine.
If you want to lift a rock off of someone while lava is approaching, you could use Bravery and Medicine.
If you wanted to lift a rock to see what is underneath, you'd use Reason and Science.
If you wanted to lift a rock to by wedging something under it and levering it free you'd use Resilience and Engineering.
You get the gist.
Looking at the system used in Loop and the other games, the skills are firmly tied to an attribute... I'm quite keen to break those ties as the first stage.
I'd also like to use similar Attributes to Tales from the Loop - but Tech needs replacing. Next comes the big issue which I'll be pondering over the week - what should replace Tech? Would a Magic Attribute be too powerful?
Hmmm... I'm going to think about that, and look in depth again at the breakdown of Charms, Jinxes and Curses ready for the next post. (As well as going back to writing WILD - after all, there's a lot more chance of WILD seeing the light of day than there is a Harry Potter game!!)
Until next time, stay multi-classy!
Tuesday, May 8, 2018
Mysterious Beginnings (Tales of Hogwarts 1)
Another awesome game of Tales from the Loop last night had me thinking again of using the game to play in the wizarding world of Harry Potter...
Instead of me just getting frustrated that the game doesn't exist, I just figured I'd pop my ideas down here in a "thinking out loud" way so you could see which direction I was heading in.
In Tales from the Loop, the older you are, the more experienced you are and the more capable you are of doing things. Age means you've learned more, can do more, and sometimes people take you a little more seriously. You also get more points to put into your Attributes. As you grow, your Attributes increase too.
To balance this, the characters have a "Luck" stat which allows them to reroll when they've failed. Your "kid" (as the characters are called) is aged between 10 and 15 years old, but your starting Luck is equal to 15 minus your age. So if you're 10 years old, you have 5 Luck points, etc. My character in the game we're playing at the moment is 13, so has 2 Luck Points at the beginning of each session.
In Harry Potter, we follow the characters longer during their time at Hogwarts, so the easiest option for this is to allow more Luck Points (mostly because they will not have the benefit of an "Iconic Item" - more on that later). So, I'm going with your Luck being equal to 8 minus your year at Hogwarts. So first years start with 8-1 = 7 Luck Points at the beginning of each session, and a fourth year starts with 8-4 = 4 Luck Points.
Until next time, be excellent to each other.
![]() |
| Original ideas for character sheet for a Harry Potter RPG |
There are a few sticking points when it comes to tweaking the Tales from the Loop system to working with Harry Potter. Of course, the big question would be how magic works, but I'll come to that later.
First of all, the basics.
Luck
To balance this, the characters have a "Luck" stat which allows them to reroll when they've failed. Your "kid" (as the characters are called) is aged between 10 and 15 years old, but your starting Luck is equal to 15 minus your age. So if you're 10 years old, you have 5 Luck points, etc. My character in the game we're playing at the moment is 13, so has 2 Luck Points at the beginning of each session.
In Harry Potter, we follow the characters longer during their time at Hogwarts, so the easiest option for this is to allow more Luck Points (mostly because they will not have the benefit of an "Iconic Item" - more on that later). So, I'm going with your Luck being equal to 8 minus your year at Hogwarts. So first years start with 8-1 = 7 Luck Points at the beginning of each session, and a fourth year starts with 8-4 = 4 Luck Points.
Pride
Pride is a really interesting stat in Tales from the Loop. It's something that gives you a boost, makes you feel strong, or awesome. It's usually something that motivates the character, but it is also used to give you an automatic success if you think your Pride comes into play in a particular circumstance in your game. You only get it once per Mystery, but using it also means you get XP.
Instead of Pride, I figured you could replace it with House. The pupil's House in Hogwarts is important, and a source of pride. You could list the descriptors for each house as follows -
Gryffindor - Bravery, Chivalry, Courage.
Hufflepuff - Loyalty, Kindness, Honesty.
Ravenclaw - Wisdom, Creativity, Originality.
Slytherin - Cunning, Ambition, Leadership.
If your student acts in keeping with their House, they can use the benefits just like Pride.
--
I'll follow this up in coming weeks with a look at tweaking the Attributes and Skills to suit the wizarding world.
Before I finish though, I thought I'd share a little document I found on my hard drive. Over a year ago (the date on the file is January 2017) I'd had another surge of determination about the Harry Potter RPG. I'd started to think that maybe the game could get to the licensing stage if the words "roleplaying" were omitted from any pitch.
That in mind, I started to think of the game as a mystery game, with components that basically acted as character sheets and so on for a traditional roleplaying game, that could be promoted and marketed as a family mystery game. Players control pupils at Hogwarts, and attend classes, learning the skills they need to solve an overarching mystery. Expansions could add further years and more lessons and mysteries...
Nearly a year before the mobile game with a very similar name would be announced I created this document for Harry Potter: Mysteries of Hogwarts game. I've posted a copy below so you can see what I had in mind...
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| Click to enlarge, this is the pitch I started in Jan 2017... |
- Dave
Monday, April 30, 2018
Tales from the Wizarding School
It has been a while since my last post - I'm sorry. A combination of actually doing work on the WILD RPG (tweaking the Attributes and Abilities) and being convinced that no one actually reads the blog.
I haven't really had much to talk about on here for a while, but recently my mind has been wandering back to familiar territories thanks to a couple of games.
Our epic Star Wars: Force and Destiny game came to a suitably awesome end, and recently we've started playing Fria Ligan's Tales from the Loop. You'll have heard about it by now - it has won many awards (deservedly so), based upon the amazing paintings of Simon Stålenhag. Set in an "80's that never was" this is Stranger Things meets robots, time travel, dinosaurs, mind control, and super-science, all in small town Sweden (or wherever you want to set it) with kids riding around on bikes and investigating stuff.
I've been wanting to play this for ages, since reading the rules months ago and finding them so simple and intuitive that it really appealed - especially as I love simple and quick rules systems.
Not only does the game encourage characters to have a "Drive", a "Problem" and a "Pride" which all come into play in the way the characters act and are motivated, but it also has a proportion of the character sheet and character creation dedicated to "relationships". You define how you know each other, and other people in the town, and you gain experience for putting yourself at risk to help your friends.
Within a session we were running around, bickering like thirteen-year-olds, and coming up with bizarre plans and pissing off the teachers from the school. Brilliant!
-
You know what else has teenage kids at school solving mysteries?
Harry Potter. Yeah, had to get back to my little gaming obsession. I got thinking about how the friendships and relationships from Tales From the Loop would work with Harry Potter (and a lot of the rest of the system to be honest).
A lot of the core of Harry Potter is the central friendships between Harry, Ron and Hermione. There's a real sense of this in the way the players are interacting in Tales from the Loop, but it got me thinking about taking it further. With the relationships having a value that could change and evolve over time. Just look at Year Four - Harry Potter and the Goblet of Fire. Ron and Harry have a real falling out at the beginning of the story, when Ron's convinced that Harry has put his name in the Goblet of Fire. They don't speak to each other, even using Hermione as a go-between (much to her disgust, rightfully so). While this is resolved, it's great to have a mechanic that represents the relationships of the characters.
With a few tweaks, Tales from the Loop would be a great system for Harry Potter.
-
Bearing that in mind, thinking about the way friendships work in roleplaying games, I was pleasantly surprised by the mobile game - Harry Potter: Hogwarts Mystery - that launched last week. It's received a lot of criticism for its energy management (encouraging that impatience to complete tasks and lessons to urge you to spend real money to help speed things up). However, the friendship mechanics have been a real eye opener.
In Harry Potter: Hogwarts Mystery, you play a character of your own creation attending Hogwarts in the 80's, before Harry is old enough to attend but after Voldemort has "vanished". You have a past of your own (a brother who was expelled for trying to access the Cursed Vaults under Hogwarts) and you make friends, encounter bullies, go to classes and everything you expect from attending Hogwarts.
However, time is taken to make friends at the school, whether this is over a game of Gobstones or chatting over food in the great hall. Talking to friends is handled in a similar way to classes, and you can answer in positive and negative ways to increase your "relationship" with some of the students.
It's not the complete, branching relationships we've come to enjoy in the Telltale Games like The Walking Dead or Batman, where our decisions really shape the outcome. I don't think in Hogwarts Mystery you can tell Ben to go home when he's worried about being at Hogwarts and him actually leave. Seems a bit mean, but I'm not your archetypal Slytherin.
The friendships being such a part of the game was a really nice surprise, and along with Tales from the Loop has reaffirmed by belief that it should be an integral part of a tabletop Harry Potter experience.
I know it's probably impossible, and will never happen...
However, Harry Potter: Hogwarts Mystery is certainly a step in the right direction. After all, it uses established characters - not only professors like Snape, Dumbledore and McGonagall, but also young incarnations of Tonks and Bill Weasley! Something I didn't think any game would do short of adaptations of the books/movies.
The interesting thing is the timeline that recently appeared on Pottermore:
It seems to imply that Harry Potter: Hogwarts Mystery is set on an alternate timeline? Almost like the Kelvin-verse of the Wizarding World. Or maybe I'm reading too much into this? If it is, what's the problem with allowing tabletop gamers to play in an alternate timeline after the Battle of Hogwarts, but before the events of The Cursed Child?
One day... One day my dream of writing an official Harry Potter tabletop game will come true...
You can read my lengthy treatise on Harry Potter roleplaying on this blog here.
Until next time, keep dreaming.
I haven't really had much to talk about on here for a while, but recently my mind has been wandering back to familiar territories thanks to a couple of games.
| Tales from the Loop RPG |
I've been wanting to play this for ages, since reading the rules months ago and finding them so simple and intuitive that it really appealed - especially as I love simple and quick rules systems.
Not only does the game encourage characters to have a "Drive", a "Problem" and a "Pride" which all come into play in the way the characters act and are motivated, but it also has a proportion of the character sheet and character creation dedicated to "relationships". You define how you know each other, and other people in the town, and you gain experience for putting yourself at risk to help your friends.
Within a session we were running around, bickering like thirteen-year-olds, and coming up with bizarre plans and pissing off the teachers from the school. Brilliant!
-
You know what else has teenage kids at school solving mysteries?
Harry Potter. Yeah, had to get back to my little gaming obsession. I got thinking about how the friendships and relationships from Tales From the Loop would work with Harry Potter (and a lot of the rest of the system to be honest).
A lot of the core of Harry Potter is the central friendships between Harry, Ron and Hermione. There's a real sense of this in the way the players are interacting in Tales from the Loop, but it got me thinking about taking it further. With the relationships having a value that could change and evolve over time. Just look at Year Four - Harry Potter and the Goblet of Fire. Ron and Harry have a real falling out at the beginning of the story, when Ron's convinced that Harry has put his name in the Goblet of Fire. They don't speak to each other, even using Hermione as a go-between (much to her disgust, rightfully so). While this is resolved, it's great to have a mechanic that represents the relationships of the characters.
With a few tweaks, Tales from the Loop would be a great system for Harry Potter.
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Bearing that in mind, thinking about the way friendships work in roleplaying games, I was pleasantly surprised by the mobile game - Harry Potter: Hogwarts Mystery - that launched last week. It's received a lot of criticism for its energy management (encouraging that impatience to complete tasks and lessons to urge you to spend real money to help speed things up). However, the friendship mechanics have been a real eye opener.
| My character (on the right), looking like a young me (when I had hair and no glasses), in Charms Class in Harry Potter: Hogwarts Mystery |
In Harry Potter: Hogwarts Mystery, you play a character of your own creation attending Hogwarts in the 80's, before Harry is old enough to attend but after Voldemort has "vanished". You have a past of your own (a brother who was expelled for trying to access the Cursed Vaults under Hogwarts) and you make friends, encounter bullies, go to classes and everything you expect from attending Hogwarts.
However, time is taken to make friends at the school, whether this is over a game of Gobstones or chatting over food in the great hall. Talking to friends is handled in a similar way to classes, and you can answer in positive and negative ways to increase your "relationship" with some of the students.
It's not the complete, branching relationships we've come to enjoy in the Telltale Games like The Walking Dead or Batman, where our decisions really shape the outcome. I don't think in Hogwarts Mystery you can tell Ben to go home when he's worried about being at Hogwarts and him actually leave. Seems a bit mean, but I'm not your archetypal Slytherin.
| Merula gives us Slytherins a bad name.... |
The friendships being such a part of the game was a really nice surprise, and along with Tales from the Loop has reaffirmed by belief that it should be an integral part of a tabletop Harry Potter experience.
I know it's probably impossible, and will never happen...
However, Harry Potter: Hogwarts Mystery is certainly a step in the right direction. After all, it uses established characters - not only professors like Snape, Dumbledore and McGonagall, but also young incarnations of Tonks and Bill Weasley! Something I didn't think any game would do short of adaptations of the books/movies.
The interesting thing is the timeline that recently appeared on Pottermore:
It seems to imply that Harry Potter: Hogwarts Mystery is set on an alternate timeline? Almost like the Kelvin-verse of the Wizarding World. Or maybe I'm reading too much into this? If it is, what's the problem with allowing tabletop gamers to play in an alternate timeline after the Battle of Hogwarts, but before the events of The Cursed Child?
One day... One day my dream of writing an official Harry Potter tabletop game will come true...
You can read my lengthy treatise on Harry Potter roleplaying on this blog here.
Until next time, keep dreaming.
Saturday, November 11, 2017
Harry Potter - Adventures in the Wizarding World
A couple of years ago I went into great detail about how, and more importantly why, a Harry Potter tabletop roleplaying game could and should exist. I direct people to the series of posts on this blog repeatedly, and (in light of new information) I thought I'd put all of the posts into one for ease of reference, update it a bit (as I've had some new ideas about how it could work) and add a new section at the end about the recent developments in Harry Potter gaming with the announcement of Portkey Games.
The first version was trying to be busy, a little like the amazing Film Wizardry book (which, I have to confess, we own four copies of...). C'mon, seriously... if you haven't looked at that book, it's awesome. The iBook for it is just as amazing, as the images are animated, just like reading a copy of the Daily Prophet.
Of course, pretty pictures do not give any indication of what the game would be like. I went into great detail with a potential pitch for what the main game would be like, as well as possible supplements.
The basic game will focus on their first few years at Hogwarts. Game rules are provided to allow players to invent a new student to attend the school, set after the climatic battle of Hogwarts and the defeat of Lord Voldemort. The game then takes them through the experience of shopping in Diagon Alley for supplies, choosing a wand (or rather, having a wand choose them) and embarking on the journey to Hogwarts. Rules will allow the players to be sorted into Houses, attend classes, play Quidditch, and engage in thrilling adventures while sneaking around the school. A series of introductory adventures will be included, so players will be able to start almost immediately.
Audience:
The New Student’s Guide to Hogwarts
An Introduction to Potential Threats to the School
The idea would be to have a basic game that would come in a box, designed to look from the outside like one of the old textbooks from the Hogwarts Library.
This cover would be slightly shorter than the box is wide, so the cover can be stored inside the box once opened.

Not only that, the inside of this cover would be filled with useful information for the Gamemaster so the cover could double as the Gamemaster's Screen.
With character sheets that look like report cards, wand sheets with information of the wand's qualities on mock Ollivanders receipts, the other options are endless... Broom sheets as receipts from Broomstix, or Quality Quidditch Supplies... and familiar sheets with stats for owls, toads or cats from Eeylops Owl Emporium or the Magical Menagerie on Diagon Alley.
"The mind is not a book to be opened at will and examined at leisure."
"...not considered canon."
"...have been inspired by the Wizarding World."
I say, this is sounding like something I was pitching earlier!
"...not direct adaptations of the books and films..."
"...interesting new locations, characters, story elements, etc."
"...experiences place the player at the center of their own adventure."
OOooooh, now we're talking. So under license from J K Rowling, Portkey Games will be making new stories, in new locations, with new characters, that may interact with familiar locations and characters from the books/films, won't be considered canon, and are all about the players being the focus of the action.
This is JUST what I was talking about earlier!
Hopefully, if Warner Bros. are happy with this to happen in video games (which have a far greater audience and reach) then maybe we can hope to see a tabletop Harry Potter roleplaying game in the future.
I just hope I'm the one to write it.
You know where to find me!
Still dreaming.
Dave
Slytherin (and proud)
If you've been reading the blog, or know me even remotely well, you'll know that I love Harry Potter. My love of Harry Potter has lead me to ask many times "why is there no Harry Potter roleplaying game?"
My pursuit of Harry Potter as a game has seen me look into the license many, many times, and a couple of times it has seemed like it could happen - talking to Warner Bros. and everything. But alas, it was not to be.
I'm still convinced that a Harry Potter RPG is a great idea, but I think it has a couple of hurdles to get over - hurdles that could be tackled by getting the right message to the right people.
The first hurdle is explaining what roleplaying games are - or more importantly, what roleplaying games are now and how amazing they can be.
Roleplaying Games - Using Your Imagination
| Envelopes for Harry Potter Book Night 2015 at Waterstones, Norwich. |
One of the truly magical things about Harry Potter is that it got kids reading again. Not only were kids reading, they wanted to read. I worked in a bookstore for seven years, and the greatest and most exciting experiences there were Potter book launches - the kids in their hundreds, dressed up for the midnight launch. The first one I worked we even had owls in the shop during the day. The atmosphere on the nights was amazing.
What a Harry Potter RPG could do on top of getting kids reading, is get kids using their imagination in a truly social environment. So much of our time is spent staring at screens, whether these are TVs, our phones or computers, interacting with people via texts or messages, or even strange disembodied voices from the other side of the country telling us how bad our gaming skills are.
Tabletop roleplaying games have the advantage of getting people together, face to face, sitting across the table and interacting.
I've mentioned elsewhere on my blog that I got my first job in the "real world" due to playing Dungeons and Dragons - the boss interviewing me had been a gamer, and knew that it meant that I could communicate, work in a team, formulate courses of action, and (handily enough as it was a cartography job) could draw maps.
Dungeons and Dragons always has this social stigma associated to it - the image of grown men of generous proportions sitting in their basements.
But going to a gaming convention these days, times have changed. There are far more women gamers (often more than men), and more and more kids playing. Boardgaming has become cool and popular again, and families are getting away from sitting in front of the TV and gathering around the table to play a game on a regular basis.
It's a great time for games, and a great time for roleplaying gaming.
The great thing about tabletop roleplaying is that it really stretches the imagination. Rather than being limited to the options of a videogame, RPGs allow your characters to do anything. You create your own stories, create characters with real depth and meaning, and work as a team together - not competing against each other - but together, creating your own stories and battling evil.
The first hurdle in getting a Harry Potter RPG to be approved by J K Rowling and Warner Bros. would be to show them that roleplaying isn't what the stereotypes portray - certainly not any more. RPGs can be valuable social experiences that fuel the imagination and are perfect for kids and adults alike.
Creating Your Own Stories
The second great hurdle, and certainly one that I think is one of the tallest hurdles to overcome, is the concept of "creating your own stories", as we mentioned before.
Creating such a detailed and magical world, as is the world of Harry Potter, it's understandable to be protective of it. The events of the books are set in stone, and (despite being able to wander about and do strange things in the video games) you wouldn't want people playing Harry, Ron and Hermione and changing the events of the books.
However, if you set a game outside of the books, after the Battle of Hogwarts, but before the years when Harry and Ginny's children attend, that means the events of the books are held fairly sacred.
But the great thing about tabletop roleplaying games is that the stories you tell in the games, the adventures you play, they are yours and stay at the table. It's not like your stories are suddenly part of the official world. They are purely your own.
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| West End Games' Star Wars RPG |
A great example of how this works is Star Wars. There have been multiple roleplaying games based upon Star Wars (West End Games' one is my personal favourite, but there have also been ones by Wizards of the Coast, and most recently from Fantasy Flight Games). They allow you to play characters in the Star Wars universe, scoundrels, rebels, pilots, Jedi and more, throughout the many eras of the Star Wars history... but they never changed the Star Wars movies, they didn't become "canon", and they didn't ruin anything.
Adventures were published for them, and some have been incredibly successful. But they're not part of the Star Wars universe outside of sitting around your dining room table, and in your imagination. The source material is incredibly safe.
For Harry Potter, other schools of witchcraft and wizardry could be created, making the events and characters at Hogwarts even safer, rather like the nameless schools that appear around the world in the PS3 video game "Book of Spells".
Of course, exclusive content, and fact checking direct from J K Rowling would be the ultimate way to go. It would be similar to the Buffy the Vampire Slayer RPG from Eden Studios. When we were working on the supplements to the game we needed the full names of characters that only had first names in the series (Faith and Kendra). Eden asked Fox, and Fox asked Joss Whedon who provided the surnames for the characters (Lehane and Young, respectively), which have now become official in books and comics since.
Communication to the Ministry
Those, I see, are the biggest hurdles. Once you get over the stigma of roleplaying, and the care required for playing in J K Rowling's world - knowing that the game would be great and positive for kids, and wouldn't harm the world of Harry Potter, it's plain to see that a Harry Potter roleplaying game would be an awesome thing.
How would it be done?
The keys to a great Harry Potter RPG would be twofold - keeping it quick, simple and easy so that the game is fast to play, quick and easy to pick up for new players, and doesn't get bogged down in rules that would slow down what Harry Potter is all about: storytelling. And secondly, creating a game that is true to the feel of Harry Potter's world.
Over the years, as I mentioned before, I'd planned and plotted a Harry Potter RPG many times in the past. I'd even recruited my awesome graphic design friend Will Brooks to put together samples of possible designs for one of the book's layouts.
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| First attempt at layout for the Students' Book for Harry Potter: Adventures in a Magical World (c) David F. Chapman and Will Brooks |
A clearer approach was taken for a second attempt, swaying away from the movie images.
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| Second attempt at layout for Students' Book for Harry Potter: Adventures in a Magical World (c) David F. Chapman and Will Brooks |
Harry Potter: Adventures in a World of Magic
Summary:
Harry Potter: Adventures in a World of Magic aims to allow players of all ages to experience the excitement of being a student at Hogwarts, and to enjoy the endless possible adventures that can await them in the wizarding world. Players decide upon their student’s actions as they attend class, investigate mysteries and battle dark forces. Using a quick and intuitive game system it aims to reproduce the feel of the setting, while allowing players to fuel their imaginations and develop their problem solving and social skills.
The basic game will focus on their first few years at Hogwarts. Game rules are provided to allow players to invent a new student to attend the school, set after the climatic battle of Hogwarts and the defeat of Lord Voldemort. The game then takes them through the experience of shopping in Diagon Alley for supplies, choosing a wand (or rather, having a wand choose them) and embarking on the journey to Hogwarts. Rules will allow the players to be sorted into Houses, attend classes, play Quidditch, and engage in thrilling adventures while sneaking around the school. A series of introductory adventures will be included, so players will be able to start almost immediately.
The basic game will be followed by periodic supplemental material expanding the information presented, and covering advanced classes, magical creatures, the Ministry of Magic, and more.
Audience:
The huge popularity of Harry Potter means that the game would appeal to the following groups:
Game Players
Obviously, we want game players to pick up the Harry Potter: Adventures in a Magical World. All elements necessary for play will be included. The plan would be to use our own, simple and innovative system that is simple enough to be easily picked up by new players, which would be able to be used over and over again to create more complex adventures and stories.
Game players who aren't necessarily Harry Potter fans will hopefully be tempted by the game's presentation and innovative game play.
Harry Potter Fans
Harry Potter has captured the imagination of millions of fans worldwide. Most of those fans dream of being able to go to Hogwarts, to fly on a broom and cast spells with their own unique wand. This game would allow them come a little closer to the fantasy, to immerse themselves in the wizarding world and experience the magic of the books and movies.
For the Harry Potter collector, we'd hope to include cool background information, possibly even exclusive content (unseen photos or design artwork, maybe even background similar to the amazing entries on Pottermore) that would entice the completist who may later be tempted to have a go at playing the game.
Readers
There are a number of people who will buy the game because they collect and read this sort of thing, but do not have the opportunity or time to actually play the game. The game will include interesting information that’ll appeal to gamers and fans of the series alike, and present a handy reference in a lavishly illustrated way that would encourage readers and fans alike.
Above all, the key is going to be accessibility, aiming to appeal to everyone, from 8 to 80 years old!
Tone:
The basic game, and all supplements, will strive to capture the feel and ideals of the books. Above all, it will be accessible, with the basic game acting as a gateway to both gaming as well as Harry Potter’s world in a clear and friendly way. Sidebars will include interesting facts about the school, creatures and staff, and the history of the wizarding world, which will appeal to Harry Potter fans.
The book’s style will be visually identifiable as Harry Potter, using stills and promotional photography from the movies, and a style that fans will find familiar, presented in a similar format to The Daily Prophet, or the fantastic Page to Screen or Film Wizardry books with their amazing graphic design. It will be supplemented by quotes from the books, used to emphasise specific elements of the rules or the book's design when it adds a suitable flavour.
The language will reflect the feel of Harry Potter. It will be capture the humour, the adventure and the optimism of the stories. It will also be written in “English”, using British spellings of words, rather than the traditional American spellings as seen in most games.
Above all the integrity of the story will be maintained. The setting is after the events of the books, after the defeat of Voldemort at the battle of Hogwarts in 1998, but before James Sirius Potter and Albus Severus Potter attend Hogwarts. This way, while the players will be creating their own adventures and stories at Hogwarts, the events of the books, and the play Harry Potter and the Cursed Child, remain out of bounds and untouched.
The game is designed to encourage children’s imaginations, storytelling, problem solving and to get them interacting in person in social situations, rather than relying on computer games and talking over the internet. And, above all, it is supposed to be fun, exciting and magical.
Harry Potter: Adventures in a Magical World - The Basic Game
Have you ever wanted to go to Hogwarts School of Witchcraft and Wizardry? To learn to cast magical charms, to brew potions and learn of the wizarding world? Maybe even take part in that most dangerous of wizarding sport – Quidditch?
Now you can enter Harry Potter’s world, learn the secrets of Hogwarts and defend your fellow students against dark forces. Harry Potter: Adventures in a World of Magic takes you from your first trip to Diagon Alley to board the Hogwarts Express and enroll in the most prestigious and famous wizarding school in the world. All you need is a pencil and some dice!
Within the box you'll find:
* A Student’s Book, providing a guide to creating a student to attend Hogwarts, as well as the basic rules to get you playing.
* The Headmaster’s Book, with even more options to expand the game, allowing you to do just about anything in the school from attending lessons, learning Quidditch, to sneaking around the castle to investigate rumours of strange goings on, or venturing into the Forbidden Forest.
* Report Cards to keep track of your students’ progress through the school year.
* The complete game rules, simple and easy to use for new players, and able to handle even the most troublesome situation.
* The basic lessons of magic, how it can be used, what must never be used and where you can use it.
* A smattering of magical creatures and beasts that may be encountered during the average school year.
* A guide to creating your own adventures and advice for the Students and Headmaster on how to play them. All of this and more is covered!
* A complete adventure, ready to play, so you can start playing straight away!
Harry Potter: Adventures in a World of Magic Game
86 page Student’s Book, full colour, paperback
144 page Headmaster’s Book, full colour, paperback
32 page Adventures Book, full colour, paperback
Hogwarts Acceptance Letters
4 page Quick Start Guide, full colour, paperback
Dice
Counters and tokens
Box – full colour, made to look like a vast Hogwarts tome
Breakdown of Contents:
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| The amazing students' book covers designed by MinaLima for the Harry Potter movies. Wouldn't the game books look awesome like this? |
Written from the perspective of either a Hogwarts Prefect or possibly the Head of House, this book will introduce all of the rules for the player, as well as offering some advice on how to play and how to get the most out of the game.
The first section will introduce readers setting the tone for the game. It will also provide a summary of what is to follow, and the conventions used (text conventions, sidebars, font indicators, rule descriptions, gender references, measurements and a note about the author(s)).
A very brief summary of the world of Harry Potter is explained for those foolish enough to be unfamiliar with Harry’s adventures or the wizarding world.
The basic explanation of the game and its elements are introduced here. Using an example of play, the way the game works, how the players create an adventure in their imagination, while using rules to avoid the typical “I got you,”/ “No you didn’t” problems. The basic terms of the game are also covered here. The game requires the Report Cards, Tokens to keep track of things, and dice, all of which are provided in the box.
Each player controls a new student at Hogwarts, going to classes and sneaking off to have adventures and uncovering possible threats to the school. There is a Headmaster, a player who controls the action and knows where the story will develop and controls any extra characters, or enemies the players may face.
The adventures are divided into Chapters, resolved in one or more gaming sessions. Chapters can be linked into a story arc that can last the whole school year, building into to an epic story created purely by the interaction of players.
Students and Report Cards
The bulk of the Student’s book is dedicated to filling in the player’s Report Card, which defines how good they are at doing certain things, and explains what the grading on the Report Card actually mean for playing the game.
The students can come from all walks of life, and the game allows for this. Whether muggleborn or pureblood, with a knowledge of the wizarding world or coming to it all new – just about anything the player can imagine is possible.
The only limitations are playing inherently evil characters or setting the game during the events of books. Those are forbidden. Harry Potter is all about good overcoming evil, how love can conquer hate. It is about players having a good time and being happy – and while there is danger, and darkness, the players are actively keeping this darkness at bay rather than embracing it.
The events of the Harry Potter books are set in stone and the game is designed to avoid playing during the events of the return of Voldemort.
School Rules
The other large section in the student’s book covers the full game rules, everything from classes, potions, charms, flying, and all of the drama and action that we’ve come to know and love.
One basic mechanic (roll two dice and add the student’s grade from their Report Card; the higher the total, the better the result is) determines the result of most actions, from noticing a clue to avoiding a Bludger. This mechanic is only used when the outcome of an action is in doubt and is dramatically important; no rolls are used for eating trifle or walking down a school corridor, unless it is somehow relevant to the Chapter.
Conflict
Most tabletop games are about competing against each other to find a definite winner. However, this game is all about working together. Helping each other through the school year, working as a team to uncover any dark forces that may be threatening the school, and using each other’s differing areas of expertise to win through in the end. Just as Harry, Ron and Hermione were challenged to use their own skills (flying, chess and herbology knowledge) to get through the tests that lead them to Professor Quirrell at the end of Harry Potter and the Philosopher’s Stone, the players will find that cooperation will overcome almost any obstacle.
Actual direct conflict with other people or creatures remains true to the themes of the book. The spells immobilise, disarm or hinder, and never kill. The Unforgivable Curses remain off-limits to the students, and even experienced players who feel they have to use such a Curse will find their student wracked with guilt and nightmares. This doesn’t mean that characters cannot be killed during the game – Hogwarts can be a dangerous place at times, but in these times of peace such an event is rare.
House Points
House Points allow players to temporarily nudge reality in their favour. If a roll doesn’t go their way, or if they are badly injured, or unable to fathom a way out of the situation they’ve wound up in, House Points can be spent to tweak the game at suitably dramatic moments to the player’s benefit. House Points are gained by good game playing, making witty lines at apt moments, being brave and making the story dramatic and exciting. At the end of the school year, the House Points that the students have earned can go towards the House’s totals, in order to win the House Cup.
Learning
The rules section also cover the student’s actual learning – whether this is during classes and being studious, or through their experiences outside of the classroom. The students mature, get better at their work and grow, and as such, their grades may improve. Of course, if they spend all of their time on the Quidditch pitch or being a socialite their studies may suffer and their grades may actually go down!
Advice
Finally, in the student’s book, are a few helpful guides for playing the game and getting the most out of it.
Mastering Headmastering
The Headmaster’s Book repeats most of the information from the student’s book, allowing the Headmaster to have access to the game rules without having to repeatedly borrow the book from the other players. However, the Headmaster’s book also includes additional information, clarification of the rules, and additional advice on how to play the game.
Written as a guidebook supplied to a new school headmaster, the book features additional rules for writing up a student’s Report Card, playing through their first trip to Diagon Alley, purchasing their wand (or rather, having a wand choose them), through to the train journey to Hogwarts. It also details the important process of being sorted into a House, as well as advice for playing a game where the students are all in different Houses. Of course, each House is covered in more detail to give the Headmaster more information for running the game.
Classes
The Headmaster’s Book also goes into more detail with the basic classes as the students learn about Astrology, Herbology, Charms, Potions, flying and the all important Defence Against the Dark Arts. The limitations of magic and the Principal Exceptions to Gamp’s Law of Elemental Transfiguration are also covered, so that the Headmaster knows exactly what the students can and cannot do with magic.
Quidditch
A section of the book also covers playing Quidditch, allowing students to take part in the most exciting and dangerous of sports. The rules are quick and cinematic, allowing the actual game of Quidditch to feel fast and action packed, like watching it in the movies. An additional game will be produced to allow a more strategic Quidditch simulation at a later date for those who wish to incorporate it into their school year.
The School and its Surroundings
A brief overview of the school, locations and classrooms, House common rooms, and notable events is covered for the Headmaster to refer to during the game. The surroundings are also covered briefly, including the Black Lake, The Forbidden Forest, the Gamekeeper’s Hut and Hogsmeade.
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| The Dark Forces book cover, photographed at the Warner Bros. Studio Tour Designed by MinaLima - An example of how the book covers could look |
While Voldemort has been defeated, there is still danger and threats to the students as well as the school itself. Woe betide anyone who feels they’re able to wander through the Forbidden Forest without thinking twice, and who knows what may be lurking in the castle’s dungeons? Most of the Death Eaters have gone into hiding or have been rounded up and sent to Azkaban, but there may be one or two plotting in the shadows, looking to gain a fraction of the power that they once had. This section details some of the creatures, Villains and threats that the students could encounter on a particularly bad day at school.
Adventure!
Finally, the book also gives the Headmaster everything needed to create and run a game. Advice and guidelines for the development of Chapters and Terms is also provided, as well as help in creating the overall themes of the story.
The themes of the books – potential, optimism, love conquering darkness, and destiny are all suggested here, and the Headmaster is encouraged to keep the game in the same tone and share these themes.
Acting as Headmaster can be a little daunting, and this section aids the player who has never managed a game before. Advice includes avoiding “railroading” the players on a predetermined plot, concentrating too much on classes and ignoring the personal dramas that make the story interesting, and getting a feel for how the game is going to ensure everyone has fun.
An Appendix is also included to recommend further reading, provide a glossary of terms and spells, and handy game-play reference.
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| Quick sketch of how the box design would work, making the box look like one huge book. |
To make the box more attractive and more commercial, this would be wrapped in a slip-cover that would partially cover the front with more colourful images of Hogwarts, Harry and so on, and provide information about what is inside.
This cover would be slightly shorter than the box is wide, so the cover can be stored inside the box once opened.

Not only that, the inside of this cover would be filled with useful information for the Gamemaster so the cover could double as the Gamemaster's Screen.
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So that was the initial pitch. This doesn't include the plans for the supplements, the expanded rules for the later years, and more.
"It's our choices, Harry, that show us who we truly are, far more than our abilities." - Albus Dumbledore
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| Sample character sheet (designed as Report Cards) along with a wand sheet (as a receipt from Ollivanders) [prototypes by D.F.Chapman] |
Now, I thought I'd look at the actual game system and how it could work to replicate the feel of Harry Potter and the wizarding world.
When the pitch documents were first put together, the basic idea was to use the Vortex system I'd created for Doctor Who: Adventures in Time and Space for Cubicle 7 Entertainment. It seemed the easy thing to do, adapting the gadget rules to work for magic items, and so on.
But the more I thought about it, the more I reconsidered. Sure, the basic mechanic could remain, but it didn't necessarily need to. Working on my pet project, WILD, the RPG of dreamshare, creating a system for that naturally fired off some new ideas of how a game system would work for Harry Potter.
Let's look at the basics.
Most roleplaying games (Doctor Who included) use a basic Attribute and Skill mechanic. Add the two together, or one modifies the other, and bingo. Harry Potter would be similar, except the Attributes and Skills would be a little more broader ranging and less restrictive.
Everybody can do everything, its just that some people are better at some things than others. Neville is brilliant at Herbology, and Hermione lacks the talent for Divination. But they can all do it.
Attributes, rather than the usual Strength, Dexterity, etc. would be simply the following four:
Brave, Cunning, Dedicated and Wise.
It's rare that something happens in the world of Harry Potter that wouldn't fit into one of those four.
You'll notice that those four descriptors seem a little familiar. That's because those are the key words usually associated with the four houses of Hogwarts - Gryffindor, Slytherin, Hufflepuff and Ravenclaw respectively. Students would have one of these "attributes" at 5, one at 4, another at 3 and one at 2. The high Attribute would determine the House the student it sorted into. Highest Attribute is Wise? Ravenclaw! Have your 5 in Cunning? Slytherin!
But what about strength, or dexterity I hear you ask. Well, that's where the "skills" come into it. Instead of a long list of Skills like athletics, firearms, dodge and so on, it makes more sense to simply break it down into the classes that the students attend in Hogwarts. Flying is mandatory for first years, and the remaining classes (Astronomy, Charms, Defense Against the Dark Arts, Herbology, History of Magic, Potions and Transfiguration) covers just about everything needed in the game. Hence the Dumbledore quote above.
Once the students reach their third year, they opt to choose another two classes out of Arithmancy, Care of Magical Creatures, Divination, Muggle Studies and Study of Ancient Runes, just like in the school.
Then, simply, you'd roll a couple of dice, add the suitable Attribute and the correct Class, and try to beat the difficulty of the task, just like Doctor Who.
But thinking of the Doctor Who system, the results of the rolls used to be split into three levels of success, and three levels of failure, using the very cool Yes, But, No, And style of gaming.
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| Success Table from the 11th Doctor Edition of Doctor Who: Adventures in Time and Space |
You know what else has three levels of success and failure?
O.W.L.s.
Ordinary Wizarding Levels - the wizarding world exams.
It's like it was meant to be!
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| How the Success Table would work just like O.W.L. results! |
However, the more I thought about it, the more I thought that you could break down the classes and group them into even more generic terms. I came up with the idea of just using five, named after places in Hogwarts -
Charms Class, Library, Quidditch Pitch, Common Room, Divination Class
Charms Class would cover all magic usage that involved wands,
Library would cover any research or information, or academic magic like Herbology or Potions
Quidditch Pitch would be for flying, or any athletics and physical activity.
Common Room could cover all of the social interaction, and
Divination Class would not only cover prophecies and divination, but also perception.
It would certainly make it simpler...
These broad definitions could be paired with report comments like "exceeds at the Patronus Charm", or "often suffers from explosive side-effects", which could give bonuses and penalties, like the Good or Bad Traits in Doctor Who.
Hmmmm...
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| A closer look at the character sheets, designed to look like Report Cards - The corner is cut off, and it is a sleeve you can tuck the equipment cards into for ease of storage. |
You could take the props route even further with a couple of other options for task resolution.
Working on WILD, I've been toying with using cards instead of dice for task resolution, using Tarot to inspire not only how you succeed but also what happens. Something similar could be done for Harry Potter using Chocolate Frog Cards...
Four suits, equals each of the Houses / Attributes, and extra symbols on the cards could be used for extra effects or for a quick Quidditch resolution system. Major cards could represent the most common charms, and the symbols could even be used for wizard duelling...
For a simpler task resolution system, you only need to look to Cubicle 7's Lone Wolf RPG for inspiration. In a genius move, rather than using dice, you flip a counter into the lid of the box and it lands on a grid of numbers which gives you a result. Simple! Brilliant. What does that sound a little like?
Gobstones.
Using a printed counter that looks like a gobstone, you could flip them into the lid of the box onto a grid (that could look a lot like a gobstone playing field) to replace dice rolling. You could even have places on the grid that would be when the stone spits at you, indicating a disastrous result!
[Of course, since originally writing this I've had a dozen more ideas that could work, including six sided dice with one for each house colour...]
[Of course, since originally writing this I've had a dozen more ideas that could work, including six sided dice with one for each house colour...]
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I could go into more detail about how Quidditch would work, wizard duelling, and more, but this is already a lot to take in. As you can tell, the Harry Potter RPG is constantly on my mind, suggesting new and exciting ways of running the game, talking to me like a Horcrux in the night.
"The mind is not a book to be opened at will and examined at leisure."
- Severus Snape, Harry Potter & The Order of the Phoenix
Next, I thought I'd take a quick look at potential supplements for the line, and how it would take the game beyond Hogwarts and into the world of magic.
| The collector's edition of Page to Screen, along with the collector's Beedle the Bard, and other Harry Potter reference books! |
Each supplement would be presented as a book that could actually exist in the wizarding world, complete with cover design and layout that would fit right in on a shelf in Hogwarts.
Senior Years Supplemental Textbook
Presented as a guide for selecting the optional courses, this book expands upon the rules of the game and allows students to choose their options in the Third Year (adding two of the following courses – Arithmancy, Care of Magical Creatures, Divination, Muggle Studies and Study of Ancient Runes) as well as the more advanced versions of their usual classes.
The book also presents some of the really advanced magical techniques that are taught to the older students, and prepares them for their OWLs and NEWTs. Apparation and other more exclusive classes are covered for use if there is enough demand for the staff to warrant running the classes (for Sixth and Seventh Year students).
The rules also aid the Headmaster in creating more and more challenging adventures for older students at Hogwarts, taking the game to vast and epic proportions!
The Ministry of Magic
Some students may wish to seek a career at the Ministry of Magic once their education at Hogwarts is complete. The Ministry offers many opportunities to the wizarding graduate and this set of additional rules allow players to continue to game while working for the Ministry.
The various departments are covered, most notably the exciting Department of Magical Law Enforcement, and the legendary Auror Office, as well as the Improper Use of Magic Office, Magical Law Enforcement Squad, the Misuse of Muggle Artefacts Office, and the Detection and Confiscation of Counterfeit Defensive Spells and Protective Objects Office.
Of course, if they don’t fancy a career there, there are plenty of other options available including the various offices in the Department of Magical Accidents and Catastrophes, the Department of International Magical Cooperation, the Department of Magical Games and Sports, the Department of Magical Transportation, the Department for the Regulation and Control of Magical Creatures, and the ever secretive Department of Mysteries.
The Wizengamot will not be an option for the players.
The Ministry of Magic opens up a new world of gameplay for the players, taking on the various tasks of Ministry officials, investigating strange goings on and the misuse of magic in the wizarding world. It also doubles as an essential resource as a location for visiting Hogwarts students.
Headmaster’s Office
It’s all well and good being in charge of things, but it can be a bit tricky sometimes trying to juggle all of the staff, the pupils and the classes, and that’s before any of those unforeseen catastrophes happen. This book provides advice and additional game rules for the Headmaster to help them with running the game, planning new adventures and what to do if the players decide to go off in unexpected directions.
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| Monster Book of Monsters as it appears in the Prisoner of Azkaban movie |
Monster Book of Monsters
While the Basic Game provides a smattering of monsters and bizarre creatures that may be encountered during the average school year – whether this is during class or through reckless venturing into the Forbidden Forest – it only begins to scratch the surface of the vast menagerie of wild and wonderful creatures that inhabit the wizarding world. Cataloguing some of the most interesting, rare and exciting creatures to be encountered, this is a handy resource for anyone wishing to explore or hoping for a career in the Ministry of Magic’s Department for the Regulation and Control of Magical Creatures.
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| Fantastic Beasts and Where to Find Them, cover by MinaLima designed for the films |
Fantastic Beasts and Where to Find Them
Expanding upon the Monster Book of Monsters, this adds even more information about magical creatures through history, and expands the game into the era of Newt Scamander and the new pentology of movies set within the wizarding world. This adds new, post school career options for magical explorers and opens up the world to budding Gilderoy Lockharts everywhere.
Magical Schools of the Wizarding World
Hogwarts is well known to be one of the most prestigious places to gain a magical education. Certainly, after the defeat of Voldemort, it has become one of the most famous wizarding schools of its kind. But it is most definitely not the only one. While some choose to home school their young wizards and witches, other schools are out there in case Hogwarts is considered potentially too dangerous. Of course, these other schools are the institutions of choice for those in the country where they are located, but sometimes exchanges and such events as the Tri-Wizard Tournament mean that interaction with other schools becomes part of the academic year.
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| Defence Against the Dark Arts book prop cover from the films designed by MinaLima |
This book gives the Headmaster additional information and rules for setting their game at Durmstrang or Beauxbatons, Ilvermorny or Mahoutokoro, or even a whole new school of their choosing, or for incorporating students from other schools as part of an exchange program or tournament at Hogwarts.
Defence Against the Dark Arts
One of the most dangerous lessons in the academic year, this deserves an additional textbook of its own. Not only does this provide information for the Headmaster about the dark magic out there in the wizarding world, but also provides details for a host of Villains and evildoers that the students may have to face as part of their adventures. However, the most essential information within this tome is advice for the student on how to defend themselves against such evil and how to counter any of their dastardly plots.
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| Hogwarts - A History, book prop cover by MinaLima for the movies. |
Hogwarts – A History
Hogwarts is a huge place with a colourful and eventful history. This essential handbook for the budding Hogwarts Headmaster collects all of the necessary background information about the school, the various locations within the walls and in its surroundings – from the astronomy tower to the dungeons, from the Headmaster’s office to the Chamber of Secrets, right out to the Owlery and the Quidditch Pitch, to the Dark Lake, the Forbidden Forrest and Hogsmeade.
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And that's it. That's everything that has been compiled to date in my head for a potential Harry Potter roleplaying game. Ideas are always popping into mind, but I'll leave these blogposts as it. It would be amazing if this line were to be made, but for now they will remain as fantastic books in my overactive imagination.
Maybe one day, execs from Warner Bros. or the legendary J K Rowling herself will see these posts, see what a great game it could be, how it would be respectful to Harry's world and Rowling's amazing creation, and how it could spark the imagination of kids and adults alike.
We can but dream.
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Supplemental
I originally wrote most of the above posts a couple of years ago, shortly after we'd started talking to Warner Bros. about the possibility of doing a game, and only getting so far (it wasn't something they were considering at the time).
Since then, the thoughts of a Harry Potter RPG have always been lingering in my mind. However, recently (and hence the new post) there was the announcement on Pottermore that Warner Bros. Interactive had launched a new gaming division called Portkey Games.
A new division whose only purpose is to develop mobile and console games in the Wizarding World.
Brilliant! I must admit, I've always enjoyed the video games, and was slightly obsessed with the Fantastic Beasts iOS game "Cases from the Wizarding World". The moment they announced the launch of this new company (and the "Pokemon Go!" style game that'll come in 2018) I had to go and check out their website. The FAQs were very interesting, especially the following...
I originally wrote most of the above posts a couple of years ago, shortly after we'd started talking to Warner Bros. about the possibility of doing a game, and only getting so far (it wasn't something they were considering at the time).
Since then, the thoughts of a Harry Potter RPG have always been lingering in my mind. However, recently (and hence the new post) there was the announcement on Pottermore that Warner Bros. Interactive had launched a new gaming division called Portkey Games.
A new division whose only purpose is to develop mobile and console games in the Wizarding World.
Brilliant! I must admit, I've always enjoyed the video games, and was slightly obsessed with the Fantastic Beasts iOS game "Cases from the Wizarding World". The moment they announced the launch of this new company (and the "Pokemon Go!" style game that'll come in 2018) I had to go and check out their website. The FAQs were very interesting, especially the following...
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| FAQ from the Portkey Games site |
"...not considered canon."
"...have been inspired by the Wizarding World."
I say, this is sounding like something I was pitching earlier!
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| FAQ from the Portkey Games site |
"...not direct adaptations of the books and films..."
"...interesting new locations, characters, story elements, etc."
"...experiences place the player at the center of their own adventure."
OOooooh, now we're talking. So under license from J K Rowling, Portkey Games will be making new stories, in new locations, with new characters, that may interact with familiar locations and characters from the books/films, won't be considered canon, and are all about the players being the focus of the action.
This is JUST what I was talking about earlier!
Hopefully, if Warner Bros. are happy with this to happen in video games (which have a far greater audience and reach) then maybe we can hope to see a tabletop Harry Potter roleplaying game in the future.
I just hope I'm the one to write it.
You know where to find me!
Still dreaming.
Dave
Slytherin (and proud)
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