Hogwarts: An RPG
v1.2Best For
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
Core Mechanic
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.
The core rolls 2d6 plus a trait for full, costed, or missed results. It is a light PbtA take on wizard-school life.
- Free to tryFull core rulesLegally free as an SRD, PDF, or official web rules
- Get it nowAvailable nowFree to download or read online
Not listed
We have not listed this book's reference tools. Very short games are read straight from the page, so there is nothing to look up, and some older entries have not been checked yet.
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.
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.
Rules license CC BY-NC-SA 4.0 (original non-Harry Potter content and rules only; Harry Potter IP/trademarks excluded)
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