The possibility seems remote, but imagine, Dear Reader, that find yourself playing a game of Night-Haunted Hogwarts. Further imagine that none of the 24 clan options suits your purposes - perhaps you have a favorite character that I failed to include (cutting it down to a d6 roll's worth for each house left many on the table), you don't like my interpretation of one of the existing ones, or you really want to play something off the beaten path like a foreign wizard, goblin, centaur, or elf. What to do?
In this post I'll walk through my process and see if we can distill that into some general principles that we can use as a guide for making your own material in this setting.
As I've discovered, writing tie-in material for an established setting you have to fill in a lot of blanks left by the text. A roleplaying game needs different things than a series of boarding school mystery novels does, for example. At the same time, your work needs to feel like it belongs or you lose the benefits of using the established setting in the first place. Writing tie-in material, therefore, is mostly a process of extrapolation - you're trying to surprise your audience with a sense of familiarity. In practice this mostly consists of looking at specific examples from the text and expanding outward to make a generalized type. These can be direct (Neville Longbottom killed one specific snake one time --> his descendants are famous dragonslayers and serpent-hunters) or indirect (a mirror in the Leaky Cauldron gives Harry sarcastic advice on his appearance --> mundane objects in Harry Potter world can have funny personalities that relate in some way to what they do --> the Crabbe's magical caltrops chortle to themselves whenever they think they're about to stick someone). Sometimes they are made from the thinnest of thin strands (house-elf could be said to imply other kinds of elf: by looking at house-elves what can we interpret as qualities of "elfishness" in Harry Potter and how can we apply them to different contexts).
So that's the general idea. How did I apply that to writing character types? Let's walk through the process. As an extended example I'll take a minor character and demonstrate how we can spin passing references into something that more or less passes muster in our neo-medieval fantasy version of Harry Potter. For the purposes of this exercise, let's pretend that I really like Lavender Brown. Maybe I want to play a traditionally feminine character, or maybe I just think that Rowling did her dirty. Either way, she's present in the text but there isn't a lot of solid information about her, so we'll have to do a lot of extrapolating.
House
When it comes to characters, I first assigned what House they belonged to. I wanted to give people the option of generating a character randomly generating a character if they didn't come to the table with an idea in mind, and the game only uses d6s, which meant six recognizable characters per House. You can see that I had to stretch to fill out gaps already, either bringing characters up from the minor leagues (Bones, Chang, Rookwood) to fill out the roster or doing some creative interpretation of who belonged where (Lupin, Moody).
That symmetry isn't a consideration for new characters, so just go with what feels right. Lavender Brown is a Gryffindor in the books, so let's put her in there.
Note: For characters outside of the House system (foreign wizards & non-humans), either assign them to a house as a functional equivalent (Durmstrang = Slytherin, Beauxbatons = Ravenclaw) and change the names, or write a new one. Mechanically a House or House-equivalent consists of three elements: a stat increase, a broadly written Inspired Action, and a broadly written Flaw. For non-humans I would probably collapse House and Clan into a single thing, but you certainly could apply the type --> subtype if you felt like you had the creative juice for it. Bane and Firenze are fairly different kinds of centaur, and I could see a Goblin, Gringotts vs Goblin, Mountain.
Clan
A clan entry contains the following components:
- Name, Motto, and Sigil
- Staring Skills
- Background
- Inspired Action
- Flaw
- Starting Equipment
Brainstorm
- Is friends with Parvati Patil
- Has a pet rabbit
- Likes horoscopes and divination
- Flirty
- Tacky jewelry
- Did well in Care of Magical Creatures once presented with a competent teacher
- Participated in extra-curricular Defense Against the Dark Arts classes w/ H. Potter
- Mauled to death by a werewolf
Skills
- Basic = 1 point
- Advanced = 2 points
- Expert = 3 points
- A +1 stat boost = 1 point and is only used in exceptional cases where a character is part of one House but really feels like they should've been in another (Hermione for Ravenclaw, Neville for Hufflepuff, etc.)
- +1 Shadow is free (it's a disadvantage as much as it is an advantage) and is used where appropriate
Background
Ability & Flaw
Starting Equipment
- Crystal ball
- Werewolf-hide mantle (Armor 1, Heavy)
- Large rabbit - able to transform into a fetching hat and back again with a soft pop. Unusually clever.
- floral boutonniere - Ward 1 (ud3)
- Dress robes embroidered with silver & gold unicorn-hair thread - self-cleaning, self-drying, repels dirt
- Portrait locket - contains a picture of your fiancée. Roll or choose another clan: your fiancée can give you +1 to a single skill chosen from amongst their clan's starting skills. Requires 1d3 rounds to explain the situation to them and get actionable advice.
Names
- Grayson
- Indigo
- Jasper
- Hazel
- Olive
- Ruby
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