Monday, September 26, 2022

Night-Haunted Hogwarts: Core Mechanics

Mary Grandpre
For an overview of the project, see here

The Basics

When to Roll

When resolving PC actions, the Referee should ask for a die roll if the result is uncertain and there are consequences to failure.

If the description of an action does not leave any doubts about its outcome, there’s no need to make a roll – the action succeeds automatically.

Characters who are not under any pressure and who have the requisite skill level likewise do not need to roll. 

 

How to Roll

Roll 2d6, adding your relevant Stat + Skill. If the result equals or exceeds the action’s Difficulty score, the action succeeds.

Stats range from -1 to +2

Skills range from -1 (untrained) to +3 (master)

Assigning Difficulty

The Difficulty score for most actions is 7. Except in unusual circumstances, the Referee should keep Difficulty scores within the range of 6-10. If a situation doesn’t tell you what Difficulty to roll against, use 7.

Degree of Danger

In addition to their Difficulty, actions that require rolls carry some degree of Danger. Mechanically these come in three varieties:

  • Safe – if the dice roll to attempt this task was a failure the action still succeeds, but produces either a reduced effect or an additional cost.

  • Dangerous – simple failure. Most rolls will be Dangerous.

  • Deadly – only partial success is possible. A successful roll still comes with some additional cost.

If a Safe roll would be made less dangerous it automatically succeeds instead. Conversely, if a Deadly roll would be made more dangerous it automatically fails. If something would make a roll both Safe and Deadly, they cancel each other out.


Design Notes: this core mechanic is based on the Powered by the Apocalypse (PbtA) 2d6 roll. However, I wanted a freeform skill system that would be easy to adjudicate on the fly with rather than the more structured Moves system of most PbtA games, and I didn't want that many mixed successes gumming up the works in a dungeon crawler game. I did however use PbtA-inspired mixed successes for my generic benefit/penalty system with Degrees of Danger.

Also, frankly, I'm not convinced the PbtA's narrative-only difficulty system works well for a dungeon-crawler game, and I don't really understand how monsters are supposed to work in something like Dungeon World or Freebooters on the Frontier. I've read all the frequently cited posts on the subject and I just don't get it. Assigning DCs let me make monsters that I can feel confident about running

Rolling Snake-Eyes

The Dark Lord’s gaze briefly turns your way. 

When you roll double 1s, the roll becomes Deadly and you gain 1 Fatigue.


Rolling Boxcars

The Hogwarts Express was ever the hope of wizards. 

When you roll double 6s, the roll becomes Safe and you gain Inspiration. If you are already Inspired, instead clear 1 Fatigue.


Design Notes: I wasn't going to use a critical hit/fumble mechanic, because it's so rare on a 2d6. The puns for Snake Eyes and Boxcars were too good to pass up however.

 

Statistics

Characters have six Stats: Strength, Courage, Wisdom, Cunning, Luck and Shadow

Each ability is described by a number, which are each added to your dice rolls in different circumstances.

All starting characters have Strength 6, Luck 7 and Shadow 0.

Courage, Wisdom, and Cunning can range from -1 to +2


Design Notes: obviously Courage, Wisdom, and Cunning correlate to Gryffindor, Ravenclaw, and Slytherin. Most of the rest of the game was built around these three abilities - the Potter books set out clear (if weird and idiosyncratic) instructions for the personal qualities that it thinks are important, so I wanted the rules to reflect that. Character generation lets you assign the typical PbtA stat array of -1, +0, and +1, and then each house gives +1 to its associated stat. Simple. Of course, there are four houses! Hufflepuff was a problem (as indeed they are in the books as well). For a while I had Loyalty as a stat, which worked a bit like Morale in B/X D&D. It was too narrow, however, and conflicts with the Courage stat, where the obvious use-case is to resist fear. "Determination" had the same problem. "Empathy" lasted for a while, but ultimately it felt too narrow and I had to force it. In the end I gave Hufflepuffs +1 Luck. They're the Hobbit house anyway.

 

Testing Your Strength

When you test your Strength, roll 2d6 + Strength. If the result is 12 or greater, you succeed.

 

Design Notes: while Strength can be used proactively for physical feats, its primary function is as an HP replacement. When you take damage, you test Strength to avoid injury. NPCs also use Strength, so we can use the 2d6 probability curve to determine how likely a monster is to be taken out by a single blow.


Trying Your Luck

You may test your Luck when something outside of your control would affect you, or to turn a failed roll into a success. 

To test your Luck, roll 2d6 + Luck. If the result is 12 or greater, you succeed. 

Afterwards (whether the roll is successful or not) reduce your Luck by 1. Spent Luck is restored between adventures.


Design Notes: Luck is intended to be an all-purpose saving throw. The push-pull here is whether to use it offensively or defensively.

 

Resisting the Dark

When you try to resist the lure of the Dark Arts, roll 2d6 + Shadow. If the result is 12 or greater, you fail.

If you gain 12 points of Shadow you become incapable of resisting the Dark and your character must retire.


Design Notes: this stat kind of exists to solve the "why do they not simply cast the instant kill spell every time?" problem, if I'm being honest. We'll see how it goes in playtesting. However, I enjoy the mechanical inverse of the Strength and Luck rolls.


Mary Grandpre

 

Skills

Skills come in five degrees of training. The full list of Skills is described on page XX.

  • Untrained: -1

  • Basic: 0

  • Advanced: 1

  • Expert: 2

  • Master: 3

 

Design Notes: as we can see, the range of possible Stat + Skill bonuses goes from -2 to +5. Owl-eyed observers will note that a bonus of +5 actually breaks the standard DC of 7, in that it's no longer possible to fail the roll. I'm ok with this for a few reasons:
  1. Variable DCs. Unlike a PbtA game, some rolls will require an 8+ for a standard success.
  2. A +5 should be pretty rare. Not every character will have a stat at +2, and characters are unlikely to achieve Master rank in a skill until late in their careers. Such a paragon being able to bypass standard DCs in their area of expertise seems ok to me.
  3. The Degree of Danger mechanic means that for some rolls only a qualified success is possible, so a character with +5 in something can still get into trouble.
  4. Fatigue (see below) means that it is technically possible to roll a 1 or a 0 on 2d6 in this system.
Within the more common range of -2 to +4, a character's chance of success against a standard DC of 7 goes from ~28% to 97%. It's a big swing, but that's the nature of applying bonuses to a 2d6 spread.

Inspiration

Ordinary people in extraordinary circumstances can surprise even themselves. Mechanically, this is represented in-game by Inspiration.

 

Characters begin each session with Inspiration.

 

While you have Inspiration, you may spend it to take an Inspired Action associated with your House or your Clan. Ignore any accumulated Fatigue while taking an Inspired Action.

 

To gain Inspiration again, you must invoke one of your Flaws. Before you make a roll, describe how your Flaw impacts the current situation. The test then becomes Deadly.

 

Inspiration is binary - you either have it or you don’t. You cannot gain multiple points of Inspiration. 

 

Additionally, you cannot gain Inspiration if you are Miserable (although you may spend it while Miserable if you already had it).


Design Notes: Inspiration is meant to be a push-pull mechanic with the goal of getting players to engage in broad roleplay. If you want to use your fun powers then you need to play into your weaknesses. Because you can't bank Inspiration, the intent is that you'll end up using the strengths and weaknesses of your playbook in roughly equal measure. Because you have to activate your Flaw voluntarily, I've tried to design weaknesses that are intrinsically fun by themselves by playing up common things that many roleplayers enjoy doing anyway, such as rushing into a situation without planning or deliberately trying things you're mechanically bad at in order to fish for amusing critical failures.

 

Fatigue

While you are Fatigued, count any individual die that comes up less than or equal to the amount of Fatigue you have as a 0. 

For example, if you had 2 Fatigue and rolled a 1 and a 6 the result would be read as 6 (6+0) instead of 7. While on an expedition Fatigue is usually cleared by Resting. 

Clear all Fatigue when you return to Town.


Design Notes: I really like fatigue as a thing in RPGs as a way of grounding the heroics. The implementation here is inspired by The One Ring RPG.

 

Doing Magic

  • Wordless Magic is done at -2.

  • Wandless Magic is done at -3. Failed results where the dice show 6 or less indicate a failure to make anything happen. Failed results where the dice show 7 or more indicate a miscast spell. Something tangentially related to your intended effect occurs, but it may not be helpful.

  • Lumos: the light spell never requires a test to perform, but you can’t maintain it and cast another spell at the same time.


Inventory & Equipment

You have 12 inventory slots, each of which can hold a significant item.

 

Equipment Keywords:

  • Heavy items occupy 2 inventory slots.

  • Light items can be bundled 3 to a slot

  • Tiny items occupy 0 inventory and can be recorded at the “Bottom of the Bag” section of your inventory.

  • Bulky items cannot be stowed and must either be carried in your hands or set down.

  • Consumable items have a limited number of uses.

    • Some consumable items have a set number of uses, indicated in their description.

    • Some consumable items have a usage die, written ud6 or ud3. Roll a die when you use the item. If the usage die comes up 1, you’re almost out. The next time you use that item it will be gone.

  • Weapons come in three categories, Light, Martial, and Heavy:

    • Light – weapons deal 1 damage on a successful hit.

    • Martial – weapons deal 2 damage on a successful hit.

    • Heavy – weapons deal 3 damage on a successful hit. They also occupy 2 inventory slots.

    • Blast X – damages up to X targets within a small area

    • Non-Lethal – fall unconscious instead of suffering an Injury after a failed Strength test.

    • Brawling – deals 0 damage on a successful hit, but still forces a Strength test to resist Injury.

    • Reload – you must take an action to reload this weapon before it can be used again.

    • Finicky – you must take 1d3 actions to reload this weapon before it can be used again.

  • Armor adds its value to Injury tests made against physical attacks.

  • Ward adds its value to Injury tests made against magical attacks.


Design Notes: many of the keywords here are inspired by Into the Odd (although many OSR games use slot-based encumbrance). Armor and Ward were inspired by how The One Ring handles armor in its combat system. Many items don't use any of these keywords, however, and are used to obviate the need for a roll or to alter the degree of Danger. You work this out within the fiction - would rope be useful here? What about self-blacking boots, a biting teacup, or a two-way hand-mirror?



Sunday, September 25, 2022

Night-Haunted Hogwarts: Introduction & Outline

 It is September the 1st. You are here because you received a letter. Possibly, you have received many letters, depending on how long you tried to run from it. You could never escape them, no matter how well you hid or how far you fled. Following the tracks of the old railway, you have made your way to the village of Hogsmeade, at the foot of the old castle – that great and damnable ruin, the accursed and night-haunted Hogwarts. 

 


Everything from the series happened up until book 7: Harry & co. did not successfully destroy all of the horcruxes, and Harry was killed in his final confrontation with Voldemort. The old world was consumed in magical apocalypse. Many generations later, Scotland is a dark and haunted land with an approximately early modern level of technology. You and your fellows, members of one of the many wizarding clans from across the former United Kingdom, have been drawn to explore the ruins of Hogwarts Castle. If you can avoid death at the hands of its many traps and terrible guardians you may find answers, treasure, and undying fame in its haunted halls. Perhaps you will even find the key to bring about the final defeat of the Dark Lord: the master of death, the lurking fear, the lord of serpents, the hated Enemy of the Four Houses, the great and terrible He Who Must Not Be Named.

Structure of Play

Each session you and your begin in the village of Hogsmeade, planning your next adventure at the Hog’s Head pub. Once you have decided where to go and made all necessary preparations, you set out on your expedition. When you (hopefully) return, the referee will award and tally House Points, which you can spend to improve your skills. Then the cycle repeats, with another town phase where you can rest, visit the shops or market, and perform other errands to prepare for your next expedition.


Outline

  1. Core Mechanics
  2. Exploration
  3. Combat
  4. Skills
    1. Part 1
    2. Part 2
  5. Creating A Character
    1. House Gryffindor
    2. House Hufflepuff
    3. House Ravenclaw
    4. House Slytherin
  6. Character Advancement
  7. Hogsmeade & the Town Phase
  8. The Monster Book of Monsters
    1. Aquatic Creatures
    2. Beasts
    3. Dragons
    4. Fairies & Goblins
    5. Ghosts & Ghouls
    6. Giants & Trolls
    7. Ensorcelled Objects
    8. Plants
    9. Witches & Wizards
  9. The Castle
  10. The Wilderness
    1. The Forbidden Forest
    2. The Black Lake
    3. The Mountains of Shadow
    4. The Misty Moors

 

Design Notes: Somewhere around 2015-2016, I pitched the idea “what if Harry Potter were Outlander/Game of Thrones?” to some D&D-curious friends as a joke (the second, slightly longer pitch was "It's Harry Potter but you look like Outlander, the wizard nobility is like Game of Thrones, and you explore a ruined Hogwarts that looks like Dark Souls and Bloodborne").

The response was universal: “yes please, you should make that”. Bound by that solemn obligation and commitment to the bit, I’ve been working on it on and off ever since*. The nugget of a post-apocalyptic, neo-feudal magic Scotland with Hogwarts as a haunted ruin to explore is not original to me, however – I first saw it on the sadly defunct blog A Wizard’s Kiss (I’ve even borrowed the name, as you can see). The proposal outlined there was essentially a reskin for B/X D&D however. It’s a great idea, but some of the pieces don’t fit together as well as they could. 

I wanted to go further, with a bespoke system that would do the following:

 

  • Emulate Harry Potter’s incredibly specific genre elements in both form and feel.

    • The big joke here is basically re-mystifying Harry Potter’s intentionally de-mystified magical elements. For example, turning “The Boy Who Lived” into a literal rather than metaphorical Christ figure or “He Who Must Not Be Named” into a kind of Sauron figure with a dash of Lovecraftian elder evil is an obvious choice, but (in my opinion at least) a fun and funny one. You can lay the high fantasy melodrama on pretty thick, confident that players will be in on the joke.

    • However, players who are familiar with the books (and to a lesser extent the movies) should have that out-of-game knowledge rewarded. For example, if you remember where and how Harry got into the Chamber of Secrets then it should be there when you go to look for it, although how it has changed in the generations since it was opened may be unexpected. That way the game can deliver both the fun of shared expectations (which is a big part of the appeal of genre emulation RPGs) with the fun of discovery.

  • Be well-suited to online games with loose attendance.

    • I moved away from Baltimore, where most of my gaming friends lived, in 2016. Since then we’ve continued to spread out. Nowadays we can meet up in person maybe once a year if we’re lucky, so if I’m to play D&D at all I’ll have to get comfortable with doing it online.

    • A mega-dungeon setup supports this style of play. Each session begins and ends in the nearby town of Hogsmeade, and a session consists of an expedition into the ruined Hogwarts Castle. The fictional justification for the open table is that the expedition team is composed of whoever was in town and ready to adventure that week. If you miss one or more sessions it’s easy to explain where you were and why you’re back.

    • To prevent each player from needing to get their own set of polyhedrals, the system is d6 only (since 2016 the options for online RPG play have really exploded and this isn’t really an issue anymore, but I’m happy with the results nevertheless).

  • Be something I would enjoy I would enjoy making and running.

    • I like problem-solving dungeon exploration, so that’s the kind of game this is.

    • I usually make my own settings. The feeling that I’m pulling off some kind of prank by making a Bloodborne-esque mythology out of silly Harry Potter building blocks is fun and engaging for me.

 

*There are many reasons why it’s taken me so long, most of which are personal and uninteresting. However, the fact that JK Rowling, the author of the Harry Potter books, decided to make posting about how much trans people freak her out into her full-time job played a part. I think that Rowling’s anti-trans campaign is evil; a moral panic dedicated to making people’s lives much worse for no good reason. Some of my friends are trans. I’d like it if they were able to lead happy, secure, and dignified lives that they have reason to value. Would it even be fun to make or play this game anymore?

Ultimately (as you may have guessed), I decided that it would. Lots of good art has been made by bad people. When I make RPG material I have a very small audience in mind: first myself, and then my immediate circle of friends that I play games with. I decided that filing off the serial numbers and remaking the game with a generic setting would defeat the purpose: the fun of the game is inextricably tied up in the designer, GM, and players’ knowledge of and relationship to Harry Potter – seeing specifically Harry Potter setting elements receive a horror-fantasy twist, bringing what you know of the books or movies to bear when exploring the dungeon, etc.

Tuesday, September 6, 2022

Spells for Sale!

Jonathan Strange & Mr. Norrell

 “A Spell…”

  1. To Make A Certain Man Or Maiden Fall In Love: “...then in your best Attire, place yourself where you may be seen by the subject of this Spell. The visual rays meet and become a powerful vehicle of Love, by which means they pierce the Heart and produce the desired feeling.”

  2. To Repel The Amorous Attentions Of A Certain Man Or Maiden: “One method is to tie a Bullfrog to one’s hat, another to sweeten the Breath with juice of the Onion. However, if these will not satisfy…”

  3. To Induce Impotence: “Lovers be warned, for should the Wizard so enchanted discover the source of his Troubles, his wroth is sure to be great. Therefore we advise…”

  4. To Counteract A Spell Of Impotence: “Take one dram of Ram’s blood (or Bull’s, if there be any near to hand), a pinch of the ashes of some hard wood, and a measure of Liquor also (not too strong)...”

  5. To Bring About Good Fortune In Games Of Chance: “...having selected your Card (any card will do), say then...”

  6. To Enrich Yourself By Fishing: “...having taken three of the Shells that grow on rocks, cast the Contents into the water and recite…”

  7. To Bring A Boat Safely Home: “...name then the one who will wait for you, so that your boat will not fail to return to her so long as her vigil last”

  8. To Keep Birds Out Of A Field: “...go and get you there an Owl, preferably of foul Temper, for with to make War upon the birds of the field. Say then to him...”

  9. To Keep Off Wolves: “...thenceforth merely whistle, and do not stray from the path so spell-marked...”

  10. To Abate A Hangover: “Wizard take heed: the only sure method against headache is to cultivate moderate habits and avoid the Evils of strong Drink. So saying: first, take three eggs and a full measure of the juice of the Tomato…”

  11. To Help With The Brewing Of Good Ale: “...having sprinkled the herb, stir three times widdershins and recite…”

  12. To Dispel Stinks And Miasmas: “...placing the thumbs between the first two fingers, sing out using a clear voice…”

  13. To Make A Treasure-finding Candle: “...ignoring the Wisps that may be drawn to it, take up your Candle…”

  14. To Make A Headless Candle: “...done correctly, the holder’s Head will appear invisible so long as the candle burns...”

  15. To Make Frogs Cease Croaking At Night: “We feel obliged to append: there is no need to Shout, the spell having Equal Force when spoken softly, so long as the incantation and wand motions be correct.”

  16. To Assume The Appearance Of An Elephant: “...In this wise, you may delight your friends and put your enemies to fright, so that we regard this to be a most Excellent Spell.”

  17. To Heal A Pistol Or Musket Wound: “...having first dug out the shot, place it over the Fire and heat until it be melted. Apply then the powder, or Boiled Wine if this be not available, and plaster well...”

  18. To Heal A Sword Wound: “...having soaked the needle thusly, so that it has well absorbed the healthful Essences, take it and jab him sharply in the gums...”

  19. To Draw Forth Poison: “...having applied poultice, sing this charm over it three times, washing the body all the while to remove the sweat...”

  20. To Produce Music From A Stone: “...so doing, the Stone will then be made to sing, lustily though not always well…”

  21. To Transmute Base Materials Into Gold: “...some have said this Transmutation is impossible, but we aver that it is merely Unwise; nevertheless we will essay to describe the technique…”

  22. To Enchant A Pine Cone With A Goodly Smell: “...being desirous of a Good Home and free of such noisome Vapors, do as we proscribe. First,...”

  23. To Enhance The Breath And Whiten Teeth: “...so that the admixture becomes the good and cheerful red color which signifies healthy gums. Thereupon, taking up your brush… The wise Wizard will apply daily for best effect”

  24. For The Easement Of Ablutions: “for the purposes of good Health and long Life, this spell will induce a flux to direct base matter and bodily corruptions downwards, improving the voiding of the Bowels. A simple tonic is required...”

  25. For The Augmentation Of Soup: “with this simple spell, the enterprising Witch can feed a company upon the contents of a single soup pot. First, get thyself a goodish Stone…”

  26. To See What My Enemy Is Doing Presently: “first taking a Mirror and the cut flowers, arrange thusly…”

  27. To Ensure The Swift Payment Of Debts: “...having fed this to the Cat, take the creature and beat it soundly, so that it Wail”

  28. To Drive Glooms From One’s House: “...casting the herbs into your fire, take up the Broom, first ensuring that all windows are open well and wide…”

  29. To Make An Obstinate Man Leave Town: “...thereupon each paving stone will groan at his step, and at every bridge appear a looming Shadow, so that he will suffer horrors and be thus induced…”

  30. To Appear To Levitate An Egg: “...by means of a string, and prepared as we have described…”

  31. To Produce A Flatulence At Whim: “...which some have said that they have found it Amusing.”

  32. To Put A Hex Upon A Pig: “...fix him then with your Eye, that he might know that you mean Business...”

  33. For The Good Working Of Metal: “...strike likewise in this rhythm, using a Sure Hand and reciting as you do...”

  34. To Vex A Ghost So That It May Depart: “...taking up lantern, bell, trumpet, and other such Instruments, the company must Parade three times about the perimeter, Reciting together in a loud voice…”

  35. To Soothe A House-Hob: “...having placed the milk and honey so, sprinkle the herb and recite…”

  36. To Soothe A Troll: “...having inscribed the charm upon the bell of the Goat, leave it there and depart at Speed. Be not disturbed by any Sounds, neither stopping nor looking back, only…”




Monday, September 5, 2022

Talking Doorknob

I eat thieves' fingerbones for breakfast and clean my teeth with the lockpicks, buster

Talking Doorknob: fitted to a magically locked door, the doorknob demands a password and bites anyone who tries to open it without one (1d4 damage, no save). Hollers if anyone tries to break its door down. The doorknob has a physical face and mouth - it can be reasoned with, threatened, gagged, and so on.

What Does the Doorknob Want?

  1. To stay shut and bite people. Demands a password, then guffaws and bites anyway. It’ll take your finger off, given half a chance.

  2. Respect. It is a very important door. Will brag about what’s behind it. Scrupulous about its password.

  3. Sympathy. It has a lot of complaints about work hours, compensation, pensions, etc. Willing to open for its password if you insist, but will attempt to delay in order to prolong the conversation.

  4. Excitement. A change of scenery and/or employment. Gives broad hints and winks to try and help you with the password, although unable to outright tell you what it is.

  5. Sleep. Go away and stop bothering me, I’m so tired...

  6. Friends. It’s a tough row to hoe, being a doorknob. One meets so few people. Sympathetic if you don't know the password ("better luck next time, buddy!"), gives fond (and loud) farewells if you do.


Password, Ebenezer?