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Fear of the Unknown vs Hogwarts: An RPG

Compare Fear of the Unknown and Hogwarts: An RPG side by side. See differences in complexity, dice, genre, and more.

Fear of the UnknownHogwarts: An RPG
GenreHorrorFantasy
TagsTag-Based, Fiction-First, Collaborative, Investigation, Mystery, Fear & Stress Mechanics, One-Shot Friendly, Rules-LightMagic School, Licensed IP, Family-Friendly, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly, CC-Licensed Rules
Core MechanicRoll 2d6 and add tags: invoke up to three of your character's tags for +1 each, while the Oracle invokes up to two against you for -1 each. On 10+ you fully succeed, on 7-9 you succeed at a cost, and on 6 or less the Oracle chooses a consequence. The Encounter True Horror move instead adds your accumulated Horror to the roll, where a higher total is worse, so encounters grow more dangerous as dread builds.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.
Dice2d62d6
ComplexityLowVery Low
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book toolsBook tools not listed
LicenseProprietaryCC 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
PublisherSixpence GamesDavid Brunell-Brutman
Year20232020
LanguagesEnglishEnglish, Czech, French, German, Italian, Polish, Portuguese, Spanish, Ukrainian
Best ForGroups who want a rules-light collaborative horror mystery that plays to completion in a single session, especially fans of horror films who want to investigate a mystery and face escalating dread without any GM prep. Works well for convention one-shots and players new to narrative RPGs.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
  • Every successful Investigate roll hands the player a clue tied to the question they asked, so the mystery advances from what characters do at the table rather than from clues the Oracle hid in advance.
  • The tags a player invokes on a roll become the fictional elements of the resulting scene, so each character's specific traits, not just the dice result, shape what happens in play.
  • Each supernatural encounter permanently raises a character's Horror, which is added to future horror rolls, building escalating dread without a separate countdown.
  • 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
  • A single Face Peril roll resolves every dangerous situation, from a fistfight to a fall, with no initiative or enemy stats, so groups wanting tactical combat must build it themselves.
  • The Oracle prepares no clues and improvises every answer to investigation questions live, which demands real on-the-spot creativity rather than prepared structure.
  • The three-act structure and epilogue are built for self-contained one-shots, with no advancement loop for ongoing characters beyond gaining and losing tags.
  • 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.