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Children With Wands vs Hogwarts: An RPG

Compare Children With Wands and Hogwarts: An RPG side by side. See differences in complexity, dice, genre, and more.

Children With WandsHogwarts: An RPG
GenreFantasyFantasy
TagsRules-Light, Family-Friendly, Beginner-Friendly, Cozy, Collaborative, Comedy, One-Shot Friendly, CC-Licensed RulesMagic School, Licensed IP, Family-Friendly, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly, CC-Licensed Rules
Core MechanicTo cast a spell, the player says what they want it to do, and the Narrator sets a Spell Range from two values. Effectiveness rates how well the spell suits the task from 0 to 3, and Strength rates how much magic the goal needs from 1 to 20. The range runs from Strength minus Effectiveness up to Strength plus Effectiveness. The player then rolls a d20, and a result inside the range casts the spell cleanly. A roll outside the range still fires the spell, but mis-scaled into a complication. High rolls overshoot with too much power and low rolls fall short.Roll 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.
Diced202d6
ComplexityVery LowVery Low
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book toolsBook tools not listed
LicenseCC BY-SA 4.0 (core rules text)CC BY-NC-SA 4.0 (original non-Harry Potter content and rules only; Harry Potter IP/trademarks excluded)
Third-Party PublishingNot yet researchedNot yet researched
PublisherDinosaur Pirate GamesDavid Brunell-Brutman
Year20262020
LanguagesEnglishEnglish, Czech, French, German, Italian, Polish, Portuguese, Spanish, Ukrainian
Best ForFamilies introducing younger players to tabletop roleplaying, and convention one-shots where everyone needs to be making characters and playing within minutes. The cooperative, low-stakes structure suits mixed-age tables more than groups after tactical depth or character builds.Harry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time players
Highlights
  • Players roll to determine a spell's power rather than its success, so a high roll overshoots the intended band just as badly as a low one.
  • The Narrator announces each spell's range before the roll, letting the table weigh a clever but risky idea against a safe one as an open choice instead of a blind gamble.
  • Spells that miss their range still go off and spawn fresh problems, turning failure into the engine that drives the session rather than a dead end.
  • Complete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference: all free.
  • Mysteries mechanic drives story forward with player-generated questions.
  • Friends & Rivals system creates immediate inter-character drama.
  • Conditions track both emotional and physical harm with distinct recovery paths.
Considerations
  • Setting each Spell Range is a real-time Narrator judgment of a spell's fit and power, so the game leans heavily on a confident improviser to run well.
  • Casting a spell is the only way to resolve a real challenge, leaving groups who want to settle problems through mundane skill or social play without a subsystem for it.
  • Every child shares the same resolve pool, single die, and short perk list, so characters distinguish themselves mainly by which spells they know.
  • Unlicensed fan game with no official support from the IP holders.
  • No structured character classes or playbooks: characters differ mainly by trait scores and House.
  • Advancement is slow, tied to accumulating four Experience.
  • No rules for combat beyond the Duel magic move: physical conflicts use the same basic moves as everything else.