Thursday, August 6, 2015

#RPGaDAY2015 - Day 6: Most Recent RPG Played

Ah, the wonders of the day-job... it's getting close to deadline, uploading the video for Day 7, while I hurriedly write a blog-post for Day 6.

So, Day 6 - Most Recent RPG Played. 

That one's pretty easy, as I'm only really playing one game at the moment which is a medieval fantasy style setting using cinematic Unisystem. Yes, this is the very game I was levelling up my character when I blog-posted on Tuesday! (Hopefully she won't keep failing her rolls now).


As always, share and enjoy!

Wednesday, August 5, 2015

#RPGaDAY2015 - Day 5: Most Recent RPG Purchase

Yeah, I know... it's another "what have you bought" topic. Last year's one was criticised for being very purchase heavy - but then I thought it was interesting to find out how people started in RPGs... what was the first game they bought, etc.

Maybe it's just criticism from people who don't actually buy RPGs..? That'd be weird.

Maybe it's just that not only do I play and write RPGs, I'm a bit of a bibliophile too. I love the feel of a new book, that print smell, the layout and design of the page...

Sorry... getting a little distracted. Where was I?

Oh yes. Day Five is "Most Recent RPG Purchase".


As I mentioned before, I haven't really bought an awful lot recently. Times are tough, and I just don't have the cash to spend, or the time to play the games. However, when I was told about Of Dreams and Magic, I thought I'd better check it out.


Of Dreams and Magic certainly has a really cool feel, almost like the original Mage game, with characters who can manipulate reality through the power of their dreams. And it's very pretty too...

You can find out about Of Dreams and Magic at ODAM Publishing's site, here.

Tuesday, August 4, 2015

#RPGaDAY2015 - Day 4: Most Surprising Game

It's Day Four, and a rare thing is happening - RIGHT NOW!! I'm supposed to be gaming. I'm actually supposed to be levelling up my character right at this moment, so I'm just going to post the video...


...and thank Becky Annison from Black Armada Games for helping out with the vid (and for picking a particularly excellent game!)

Monday, August 3, 2015

#RPGaDAY2015 - Day 3: Favourite New Game of the Last 12 Months

Again, I'm cheating a little with this one. I haven't really bought a lot over the last year, so my choice for this day's answer is actually a supplement for a second edition of an older game...


I posted the video early this morning, which features a guest spot by the ever awesome Paco Garcia from GMS Magazine.


My choice is the Blessed are the Children supplement for the excellent Little Fears RPG. I loved the first edition of the game, and hadn't picked up the second. So when the 3rd supplement for the game was Kickstarted, and there was a backer level to get all three of the books to date, I leapt at the chance.

You really should check out Little Fears if you can.

Right, I've a manuscript to format, and I have the strange urge to rewatch Buckaroo Banzai...

Until tomorrow...

"No matter where you go, there you are!"

Sunday, August 2, 2015

#RPGaDAY2015 - Day 2: Kickstarter you're most pleased you backed...

I went through a really dangerous period when I got a bit carried away backing Kickstarters. I backed the Veronica Mars movie, Tabletop Season 3, and when it came to RPGs I looked at those shiny books (and I love shiny books) and clicked "back" on a lot of them...

I've had a couple of bad experiences which have put me off a little - that and having to be a little more financially savvy these days - but I love the opportunities that Kickstarter has given the hobby.

Unfortunately, being in the UK a lot of the really cool Kickstarter games are expensive to back, purely because of the nightmare of shipping costs, and the roulette of being charged by customs for importing cool games.

However, some companies with connections have found ways of distributing locally, and often these are the Kickstarters I leap at. Otherwise, it's showing my support backing at PDF level and hoping that the "in print" version will make it to the regular shop distribution.

So what game leaps out as being the one I'm most pleased I backed?

Numenera is very high on the list, as is Little Fears, and the Fate Core.

But for sheer production values, it's going to have to be a more recent one...


In today's video I've been joined by James Holloway, from Gonzo History Gaming

As always, share and enjoy!


Saturday, August 1, 2015

#RPGaDAY2015 - Day 1: Forthcoming Game You're Most Looking Forward To

Hi everyone!

It's that time again. A whole month of me going on about tabletop roleplaying games again.

I'm sure there will be a few days around the end of week one when things will get a bit tight on the schedule and days may be a little late, but I'm hoping my organisation skills will save me, and my preparations will pay off.

Each day I'm hoping to post a video detailing my response, and a short-ish (depending upon how busy things get with the day-job) blog post that'll embed it.

Last year, #RPGaDAY was great, a huge success that spread further around the globe than I could have ever hoped. This year, I'm just happy to have you take part again. Thanks everyone.

So, lets get this show on the road...



Day 1 - Forthcoming Game You're Most Looking Forward To



Today's video I'm helped out by the ever cool Dominic McDowall-Thomas, who sent me his video from the incredibly warm GenCon 2015 dealer hall during set-up day this week. Thanks Dom!

Definitely, the game I'm most looking forward to is the new edition of Kult. I loved Kult, and I'm eager to see what it's like with a new game system.


--

Above all, I hope you enjoy #RPGaDAY2015. I know a lot of people enjoyed last year and found it motivating with the writing and videoblogging, and inspirational.


Thursday, July 30, 2015

Standby For Rejection!

...anything can happen in the next 31 days...

August is a crazy month. There's all the excitement of Gen Con Indy happening at the beginning of the month, when the new games are announced, and just about every game designer (except me) on the planet descends upon Indianapolis.

There's also #RPGaDAY2015, where I've tried to get the internet talking in a positive way about roleplaying... this blog, and my Youtube channel, will be filled with my daily posts corresponding with the questions from the image...


On top of all that, the boss from my dayjob is on holiday, so I'll be pulling extra hours and long shifts to cover.

And finally, because I'm completely insane, I'm going to submit my novel to a publisher...

Never done it before, so it'll be a new experience for me, and I'm prepared for rejection. While I've written loads of RPG books, and worked on many RPG titles, I've never had any fiction published, nor really attempted any long form fiction. I am expecting the "please, never send this to us again" response, and the "please, never write fiction".

The novel is based on the background for the WILD RPG, something I NaNoWriMo'd a few years ago, and I've been rewriting, reworking and editing since. We'll see... I'm not really expecting a positive response.

Meanwhile, it's just a couple of days before #RPGaDAY2015 starts... so I'll post again then.

Until then, stay multiclassy!!

Wednesday, June 17, 2015

#RPGaDAY2015 This August - It is Happening Again!

Last year I had this bizarre idea. Inspired by taking part in one of those "Hashtag-a-thons" about books, I wanted to do something for tabletop roleplaying games, to spread the love of our hobby and what we enjoy about it. And, maybe, find some new friends online who share our interests.

So, with the help of the awesome Will Brooks who provided the design for the question image, I set about launching #RPGaDAY. I figured a couple of people I knew through roleplaying design would take part, and I was blown away by how many people actually joined in. RPGaDAY spread far and wide, throughout Europe, the US, Australia and Brazil. I was stunned!

When it was all over, the only question that remained would be - shall we do it again next year?

That time has come, and so why not? Let's give it another try!

The new questions can be found above, and every day in August we'll take the corresponding question and post our responses online using the tag: #RPGaDAY2015

I made a little video to explain it all...


This year, it'll not just be me talking at you for a month - I've managed to recruit some far more interesting and awesome people to help out and join in. Please subscribe and keep up with the news!

So please, spread the word, and join in celebrating all that is cool about RPGs.

Like the Facebook page:
www.facebook.com/RPGaDAY

Until next time,
Stay Multi-Classy!


Monday, June 8, 2015

"Dream a little bigger, darling..."

I've been spoiled.

Something amazing happened to me in the past - we did the impossible and came out shiny, but it has spoiled me and set my expectations way too high.

The amazing thing was Doctor Who.

It was impossible. A crazy, impossible dream that started as a chat over the internet between like-minded individuals, that escalated into just saying "let's go for it"... never expecting it would get anywhere.

It started with a quick chat with Chris Birch, possibly one of the nicest people you could meet in the RPG scene, and now the man with his own company - Modiphius. He'd just bought Conspiracy X 2.0, and got in touch. We chatted about the RPG world in general, and about trying to get new gamers into the hobby, and chatted about licenses that would get kids playing.

Cover of the original pitch to the BBC for the game
Within weeks we'd been talking to Angus Abranson, and Dominic McDowall-Thomas at the recently formed Cubicle 7 Entertainment, who Chris and I knew from past dealings, and we talked, and brought in Fred Hicks - the legend over at Evil Hat - to do some layout design for us, and we put together a proposal to the BBC for a roleplaying game based upon Doctor Who. All of them legends in the RPG world, I was way out of my league.

Never thought anything would come of it.

Even when we all went to BBC Worldwide Licensing in London, to talk about our idea, did we ever think we'd get anywhere. But the BBC liked what they saw, and we'd done the impossible.

(L-R) Me, Dominic Mc-Dowall Thomas, Chris Birch, Angus
Abranson, and Fred Hicks at the official announcement for the
Doctor Who RPG at Dragonmeet 2007
But I'm not posting about Doctor Who. I'm posting about doing impossible things before breakfast. To me, and to everyone around me, getting to write the Doctor Who RPG was an impossible task. I mean, we knew people had tried before to do the game (not just the ones that got published like the FASA one, and Virgin's "Time Lord").

In my head this set a new standard.

To dream a little bigger.

This week I went to see Ruby Wax live. She was doing part of her "Sane New World" tour where she did a live thing on stage that was part recap of her new book and part stand-up. I must admit, I had this moment a few years ago at a Dylan Moran gig where I had a moment of clarity and realised that I didn't like stand-up comedy. Luckily, Ruby Wax's tour wasn't really comedy, so to speak. More a presentation about how our brains work, and how we're screwing ourselves over. Done in an amusing way.

A couple of parts of the show really rang true. The first was how stress can affect your memory, and one of the earliest signs of being stressed is forgetting things. This was a bit of a wake up call, having noticed recently that I'm having difficulty remembering names...

The other is about how we're driven by that dopamine hit, that constant drive for more. You eat the donut, and you're already looking for the next one. It's not the actual donut that's giving you pleasure, it's the thrill of the chase, of the capture of the donut, and midway through eating the donut the brain is already preparing you to look and hunt for the next donut out there in the wilds of the donut plains...

And my writing has been like that.

But I was part of something impossible. And while I kinda burned out on Doctor Who (there was a period when my dayjob and my writing were pretty much non-stop Doctor Who for about a year or two), that dopamine hit is calling and I've spent months, if not longer, desiring the next one.

Part of my brain is screaming at me, saying...

"You did Doctor Who! You can do anything! Why don't we do Star Trek next? Or James Bond? Or Harry Potter!"

And another part of me is shouting...

"You were lucky to get that one, just give it up and know it'll never happen again..."

I know it's impossible. I'm just a little freelancer. I don't have the clout of a massive publishers, or a track record of my own publications. Hell, I've been working on WILD for nearly three years now and it doesn't seem to be getting any bigger.

But I have to dream.

I had the same problem just this morning, thinking about #RPGaDAY2015. I'm going to film a video for it in the next week or two, and the image for the questions for August's RPG-love-fest is coming, but part of me... that annoying "dream too big" part of my brain kicked in again today and started suggesting stupid things like...

"What if I did the video, and I could get loads of game designers and people like that to submit a little video of themselves saying RPGaDAY2015..."

"What if I could get people like Felicia Day and Wil Wheaton to do it? To take part in the month of talking in a positive way about tabletop RPGs?"

Stupid brain.

Anyway, next post will be about #RPGaDAY2015. I don't know if the video will be ready, but I'll try. In the meantime, I'll be over in the corner, dreaming too big for my own good, and eating donuts.

Until next time, dream bigger darlings, and stay multi-classy.

Monday, June 1, 2015

Make It So...



FASA's Star Trek RPG
In addition to Harry Potter, another major franchise that constantly circles my brain on a regular basis is Star Trek. Why isn't there a Star Trek RPG at the moment? With the anniversary only a year away, it just seems strange that there isn't a Trek RPG currently in production. I know there have been a couple of Trek RPGs in the past, the FASA one in the 1980s, and Last Unicorn Games' version in the 90s... but like Trek TV series, it seems like a very long time since the last one.

Maybe it's something about Star Trek's main themes that keeps drawing me to it. I backed out of writing Eden's Extinction RPG despite having worked for nearly three years on its predecessor Conspiracy X 2.0. Not because I didn't like the game, but because the task arrived just after my mother had died and I wanted to get away from games that were all about war, violence and killing.

Maybe it was because I worked for so long on Doctor Who: Adventures in Time and Space, which encourages interaction, and using your brains and diplomacy when encountering a threat, rather than diving straight into a gun-fight.

And there has always been something about Star Trek that's been like that. Sure, there are fights. Sure there is constant danger and threat, and even death. But, the dominant themes are adventure, exploration and discovery. Races and sexes are equal, working in harmony (mostly) and finding new and exciting things. And, above all, it's fun.

I remember watching a few episodes as a kid of the original series, but I think I was too young to really appreciate it. Then, of course, Star Wars happened, and everything in my head was cool spaceships and science fiction. I have a distinct memory of my father taking me to see Star Trek: The Motion Picture at the cinema when it came out. And I have a more distinct memory of Star Trek II: The Wrath of Khan - and being absolutely blown away by that one.

By the time Star Trek: The Next Generation started on TV, I was already a fan. So much so that I even attended the local (despite it being 15 miles away) official fan-gathering, the local "chapter" - the USS Kingston-Upon-Hull, where they fuelled my appreciation of the original series, and showed TNG episodes that hadn't aired in the UK yet - specially recorded and posted by fans in the US on videotape (this was before the wonders of the interwebs).

Of course, Trek stopped being on TV, but when JJ Abrams' revival movie hit in 2009, I was lucky enough to see a secret advanced screening and I was filled with excitement and wonder again. The classic characters were back, and it looked fantastic. Loved it. It's still one of those movies where I watch it over again if it happens to be on TV.

That was when I started thinking about a Trek RPG again. It's always been ticking away in the back of my head.
The mock up versions of the Star Trek RPG books I made for the following video, around the size of a Traveller LBB


Earlier this year, I posted a little about the size of books, even making a video about them and how the first RPG I played was also one of the cheapest, and one of the most economically easy to get into playing - Traveller. (Maybe skip to around the 4:00 mark)...


The Traveller "Little Black Books" (as they were called) used to retail for between $4-$6 each (usually about the same in UK £'s) which meant they were a good pocket-money price for those without a massive disposable income on gaming.
Cadet Book (mock cover)
for Character Generation

Which got me thinking about how a Star Trek game could work in a similar way - smaller books, cheaper price, maybe a boxed set to start you off if you want.

A Cadet Book would cover all of the aspects of character creation, defining who your character is before going to Star Fleet Academy, going through their training and assignment.

Then you can have books for the Sciences (which cover research, medical, and the scientific element of adventures) and Operations (detailing combat - both on a personnel level as well as basic ship combat). A Command book would round off the "core set", providing help for Command crew as well as Gamemastering.


Taking its design style initially from the Abrams movies, you could expand into more detail in further supplements. Supplements for races, planets, and advanced rules for ships could follow.

How about keeping the supplements small? You could do individual books for ships - featuring all the deck plans and specifications for a particular ship, or class of ship. A space station like DS-9 where you can set a whole campaign.


 What about retelling the episodes? You could have small books for each of the classic episodes, allowing GMs to run them as games. And, like the James Bond RPG, and the Doctor Who: Adventures in Time and Space RPG, the episodes can be presented with alternate options to change the story or the outcome slightly for those who are familiar with the episode, and present spin-offs and continuations for follow up episode ideas.

This wouldn't necessarily need to stick to classic Trek, it could continue through The Next Generation, Deep Space Nine, Voyager, Enterprise, and the movies.

Of course, the other thing to consider is accessibility. Keeping the game simple, quick and fast, to emphasise the story rather than the rules. Remember the rules I discussed for the Harry Potter RPG I'd been posting about? Using a similar approach, instead of a mass of skills and numbers to concentrate on, everything could initially be boiled down to five Skills -

Command, Science, Medical, Operations, and Security

And like the Potter game, reducing the number of Attributes to a minimum is key as well... probably ones that tie in with key themes of the series, like Logic, Empathy, Bravery... that sort of thing...

Maybe one day...

We can dream can't we?

Until next post, stay multi-classy, and Live Long, and Prosper...

Monday, May 25, 2015

We Don't Need Another Hero

It's no secret that I've been running out of steam recently. Motivation was at an all time low, and I've been finding it hard to be enthusiastic about anything. It's a sad fact that sometimes real life gets in the way.

It didn't help that I'd been starting to doubt what I was doing with the RPG I'd be working on - WILD -  and the novels that I'd been writing that tied into the game that told the back story. Stepping back from the first novel, I was concerned that I was doing something wrong. I looked at what happened in it, and it felt like one long chase sequence.

Sure, there are plenty of character moments, and most of them are female characters (I think there are only three male characters in the whole thing). There's some emotion in there, family stuff and a quest for independence, and finding direction. But on the whole, the lead character finds herself in a bad and surreal situation, and then stumbles from one action sequence to the next.

There are hideous creatures, a surreal landscape, car chases, train chases, motorcycles, flying, robots, knights, and... well, if you can dream it, it can happen.

But I thought, "who'd want to read what is basically a massive chase?"

Then I saw something that changed my mind.


Mad Max: Fury Road

A film that has taken the internet by storm, with massively positive reviews. Like the previous instalments of Max's adventures, when you look at it from a distance the plot is a little thin. For example:

Mad Max: Cop tries to catch bad motorcycle gang, gang takes it out on cop's family, cop seeks revenge.

Mad Max 2 - The Road Warrior: Former cop needs petrol, people with petrol are under siege by bad gang, former cop helps in return for petrol.

Mad Max 3 - Beyond Thunderdome: Former cop wants his stuff back, gets screwed over by people with his stuff, finds kids who think he's their saviour, former cop (with help from kids) gets his stuff back and saves the kids.

The new one isn't too dissimilar...

Mad Max - Fury Road: Former cop gets screwed over by bad guys, one of the bad guys' best people runs off with the big bad's favourite ladies, former cop gets caught up in the fight, joins those running from the bad guys.

Just like the previous movies, Max isn't really much of a hero, more a befuddled and reluctant participant. Dragged into the fight by his own selfishness before realising that there are other people who have a noble and worth cause worth fighting for. He ends up joining them, and helping them, tipping the balance a little to help them to get what they want - whether that is freedom, justice, gasoline, or Tomorrow-morrow Land. A lot of the time it looks like they'd get what they want with or without his help anyway.

I first saw the first two Mad Max movies in the most unlikely of places... A large stately home in Yorkshire regularly held a classic and custom car rally where people from all over the country would bring their shiny cars and park them up on the grass, and the public could wander around and look at the cool cars. My dad was always really into cars - not in a gear-head way, but in an "appreciating cool and vintage cars" way. He used to collect the Matchbox cars of vintage motors and had them displayed all over the house, so the chance to look at the real thing was too good for him to pass up. So mum and dad would go, and I'd tag along, sometimes with one of my school friends (usually Cooper or Mole).

One year we found a room near to the car exhibition where there were loads of kids just sitting and watching movies. I say kids, they were mostly teenagers, family of those people who owned the cars. They had a TV and a VHS player set up in the room. While mum and dad looked at the cars, I sat on the floor and pretended to belong and watched a lot of Mad Max, and all of Mad Max 2, before I was discovered and kicked out. (Strangely, I remember watching a lot of Rocky 2 this way as well another year).

Maybe it was seeing it at a young age, but Mad Max always stuck in my head. And travelling around Australia last year, seeing the long and straight roads, looking out of the windows of the Ghan railway at the orange desert that seemed to stretch off into the distance on both sides, I couldn't help but think of Mad Max.

The Lasseter Highway heading to Uluru. Mostly straight and fast,
just how Max likes it. (Taken 2014)
It could be that having the Max movies in my head from such a young age has influenced what I write on a subconscious level. Seems only apt as most of the fiction takes place within the dreams of someone trapped in them.

Thinking about the plot of the first book of the trilogy that is set in the WILD universe - the eighteen year old daughter of the tech mogul who will go on to develop the dreamshare technology - finds herself in the surreal mindscape of another version of our reality. Like home, but slightly twisted. A dark Silent Hill alternate. She escapes a number of threats before embarking on a dangerous trip to find a way out of her nightmares.

I realised that she spends a lot of time like Max, the befuddled and reluctant participant. She just wants to go home, to her real home, but is caught up in dangerous situations - conflicts with monsters, knights, robots, and more, each could represent her own personal internal battles...

For a time I thought about giving up on it. Just packing it in. Not only writing the WILD novels, but giving up on writing WILD the RPG as well... Hell, I've even thought about giving up RPG writing entirely - accept my place as a shop assistant.

But you know what?

Sod it.

I'm going to muddle on. Chipping away at it. Walking the desert landscape of my creativity a little further every day. Who knows, I may find my Tomorrow-morrow Land. My Green Place. And actually know what the hell it is I'm supposed to be writing.


Wednesday, May 20, 2015

The Harry Potter Roleplaying Game

...that could have been.

Over the last four weeks I've been posting the pitch for the Harry Potter RPG that I started putting together when we started talking to Warner Bros about the possibility of the game. Nothing came of it, and they didn't see the pitch in the end, so I thought I'd post it online so that (a) you could see what could have been, and (b) hope above all hope that someone will see the posts and realise that it's a great idea and... well, we can dream.

The mocked up sample character sheets, presented as a report card and receipt
from Ollivanders. 

I started a new blog post about Mad Max: Fury Road, and how a non-stop chase movie with very strong and independent female characters has similarities with the series of novels I've been working on for the WILD RPG, but I want to give the post the time it deserves.

Meanwhile, I thought it would be useful if I collated all of the Harry Potter posts together for easy reference and access.

The first post looked at how a Harry Potter roleplaying game would be a great thing - how it would encourage new players to stretch their imaginations, and empower their social skills away from the lure of the computer screen - as well as looking at how it would remain true and respectful to J K Rowling's work and vision, and wouldn't diminish the wonderful books and films.

You can read the first post, "Adventures in a World of Magic" here:

http://autocratik.blogspot.co.uk/2015/04/adventures-in-world-of-magic.html

The second week I looked at the product itself in more detail, looking at how the game would look like a Hogwarts textbook, and immerse the players into Harry's world by keeping the feel of Rowling's brilliantly envisioned setting.

You can read the second post, "Of course it's happening inside your head, Harry..." here:

http://autocratik.blogspot.co.uk/2015/04/of-course-its-happening-inside-your.html

The third post really got down to the details of the game system and how it works, looking at the character sheets, stats, how the dice are used, and how simple mechanics can maintain the feel of the wizarding world, and suspend the belief of the players.

You can read "It's our choices, Harry..." here:

http://autocratik.blogspot.co.uk/2015/05/it-is-our-choices-harry.html

The fourth and final post looked at the supplements that could be produced for the game, expanding the potential to provide players with endless possibilities that will keep players of all ages playing for months and years to come.

You can find the last post, "The mind is not a book..." here:

http://autocratik.blogspot.co.uk/2015/05/the-mind-is-not-book.html

Thank you all for listening. We'll get onto a new topic next week!

Until then, stay multi-classy!

Wednesday, May 13, 2015

The Mind is Not a Book...

...to be opened at will and examined at leisure."
- Severus Snape, Harry Potter & The Order of the Phoenix

Over the last three weeks I've been posting about the pitch I put together for a potential Harry Potter roleplaying game, from why a Harry Potter RPG would be a good thing, how it would respect the books and films, going into detail about the core set and how the game would look, as well as some initial thoughts about game system and how it would reflect the source material. 

In a final post, 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. 

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.


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 trilogy 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.

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, or possibly 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.


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.

Thursday, May 7, 2015

It is our choices, Harry...

...that show us who we truly are, far more than our abilities." - Albus Dumbledore

Sample character sheet (designed as Report Cards)
along with a wand sheet (as a receipt from Ollivanders)
[prototypes by D.F.Chapman]
A couple of weeks ago I posted about the Harry Potter roleplaying game that I've always wanted to write, and how it would be a great idea that would build kids imagination as well as stay true and respectful to its sources. Then, last week, I posted the basic pitch, looking at the main game product and how it would be packaged and put together.

This week, continuing the topic, 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 at the beginning of this blog post.

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. 

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!  

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...

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.
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.

Rough doodle for a possible Chocolate Frog Card
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!

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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.

Next post I may look at the supplements and expansions to the game, taking it to later years, and out into the Ministry of Magic, Aurors, and beyond.

Until then, stay multi-classy, and if you like what you've read, please share it far and wide - who knows, if the right people see it, magic could happen...