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Hogwarts: An RPG vs Let's Go to Magic School

Compare Hogwarts: An RPG and Let's Go to Magic School side by side. See differences in complexity, dice, genre, and more.

Hogwarts: An RPGLet's Go to Magic School
GenreFantasyFantasy
TagsMagic School, Licensed IP, Family-Friendly, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly, CC-Licensed RulesCollaborative, Worldbuilding, Playbook-Driven, Fiction-First, Character-Driven, Freeform Magic, Drama, Magic School
Core MechanicRoll 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.Roll 2d6 + stat. On a 10+, full hit. On a 7-9, partial hit with complications or limited choices. On a 6-, miss: the GM makes a Reaction. Five stats: Virtue, Ambition, Learning, Heart, and Worldliness. Inspiration is gained on missed rolls; five Inspiration unlocks an advancement from the playbook.
Dice2d62d6
ComplexityVery LowLow
AvailabilityFree core rulesFree core rules
RunnabilityBook tools not listedBook tools not listed
LicenseCC BY-NC-SA 4.0 (original non-Harry Potter content and rules only; Harry Potter IP/trademarks excluded)All Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherDavid Brunell-BrutmanHolothuroid
Year20202025
LanguagesEnglish, Czech, French, German, Italian, Polish, Portuguese, Spanish, UkrainianEnglish
Best ForHarry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time playersGroups who want to collaboratively build a magic school setting and play out the social drama of student life (friendships, rivalries, classes, and mastering spells) in a flexible, setting-agnostic fantasy framework.
Highlights
  • 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.
  • Collaborative worldbuilding during setup defines the school, its magic system, principles, limits, and laws.
  • 17 magic subjects organized into five tiers (Basic, Elective, Advanced, Forbidden, Lost) shape the school's curriculum.
  • Spells are defined collaboratively during play rather than from a fixed list.
  • Scrutiny system tracks institutional consequences for rule-breaking students.
Considerations
  • 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.
Requires investment in collaborative worldbuilding during setup; sample settings are provided but no full pre-built setting.