Kids on Brooms vs Let's Go to Magic School
Compare Kids on Brooms and Let's Go to Magic School side by side. See differences in complexity, dice, genre, and more.
| Kids on Brooms | Let's Go to Magic School | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Magic School, Freeform Magic, Roll to Cast, Collaborative, Worldbuilding, Rules-Light, Low-Prep, Fear & Stress Mechanics, Beginner-Friendly, Family-Friendly | Collaborative, Worldbuilding, Playbook-Driven, Fiction-First, Character-Driven, Freeform Magic, Drama, Magic School |
| Core Mechanic | Each of six stats has a die from d4 to d20; roll the relevant die against a GM-set difficulty. A maximum die result that still misses triggers a Lucky Break reroll, adding the new result. Failed checks grant Adversity Tokens that players can later spend to raise rolls. | 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. |
| Dice | d4–d20 | 2d6 |
| Complexity | Low | Low |
| Availability | Paid | Free core rules |
| Runnability | 3 of 5 book tools | Book tools not listed |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Hunters Entertainment / Renegade Game Studios | Holothuroid |
| Year | 2020 | 2025 |
| Languages | English, Italian | English |
| Best For | Groups that want to build a magical school together and tell adventures from its rumors and relationships. It suits tables that prefer a light check system and open-ended magic over tactical combat. | Groups 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 | Players build their school together and seed its history with rumors that the GM can turn into adventures. Open-ended spells use the intended effect and scope to set a difficulty, letting students attempt magic without a fixed spell list. Relationship questions establish bonds among characters before play and give the GM personal story hooks. | 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 | The GM judges target numbers for ordinary checks using example anchors rather than a fixed formula. Spell difficulty depends on four effect categories, asking the GM to price each new magical attempt. Combat resolves through opposed checks and an injury chart without tactical positioning rules. | Requires investment in collaborative worldbuilding during setup; sample settings are provided but no full pre-built setting. |