Back in 1997 a British writer on the dole published a slim
volume of fantasy, a coming of age tale set in a magical academy. The book
broke little new ground but the author had a pleasing style and…
Oh, you’ve heard of it? In that case…
The Sorting Hat noticed your steadfastness or intellect and
placed you with the Badgers or Ravens. While the foolhardy and power-hungry
snipe away, Hufflepuff & Ravenclaw expand their educations against a
backdrop of strange mysteries. Comb through Professor Binn's lectures for
goblin treachery. Uncover the mirrored secrets of Professor Spout's
greenhouses. Turn Professor Flitwick's charms against the entity stalking the
library. Face the fangs of Professor Kettleburn's magical creatures. Feel the
star-crossed passion of a centaur romance. Battle other schools in the
cutthroat Q&A Witches' Bowl. Oh yes, and play Quidditch. All this and more
awaits you at Hogwarts Academy of Witchcraft and Wizardry! (Griffindor &
Slytherin need not apply.)
1: Analyze the Source Material for the Theme and Beats
In 2008 I designed a set of game mechanics for a Hogwarts
game, with the intent of focusing on the two ‘other’ houses of Hufflepuffs and
Ravenclaws. The game was in the school year immediately after Voldomort’s
disappearance (fall of 1982), which gave me a 10 year blank canvas in which
everything the players know about the setting is true with risk of running into
the child heroes of the books. As the
game is specifically modeling the books the key action all takes place at
Hogwarts or Diagon Alley and its environs and the PCs are all students,
hopefully removing any impetus to act solely to mess with the plot of the later
books as the mechanism just doesn’t exist.
The books have a single viewpoint character (very rarely do
we see something Harry does not personally witness) who is a New Jersey and a
Schwarzschild. That clearly wouldn’t work for a group game, and I don’t want
the game to vibe as another child of prophecy. It should just follow the lives
of a handful of students at Hogwarts who get pulled into school year-long
adventures. That’s right, this is a genre plot driven game and not a “let’s
play around in JK Rowlings sandbox” setting – every 3 sessions should end up
reading like a Harry Potter novel.
While the books are clearly fantasy they are also – for the
first three at least – mysteries and puzzles: the threat is something that has
to be investigated and unraveled. The
beat structure of the HP books (especially the early ones) is as follows:
·
The first quarter is Harry’s “Hideous Roald Dahl
Family Life”, with some minor foreshadowing.
·
The next quarter is Diagon Alley, the trip to
the school and the introduction of a DADA professor, with the outside edge of
the problem.
·
The third quarter brings the threat into the
open while the heroes are distracted by side adventures (such as Norbert) false
assumptions (Draco is the Heir of Slytherin!) and bad plans.
·
The final quarter starts with an infodump of key
data and a relatively rapid resolution of the plotline.
It varies a little bit, but that’s the core of it – the
misinformation quarter can take up as much time as needed to have the book end
with the school year (CF book 6). Add
quidditch matches to taste. For my
purposes I just ignored the first quarter of each book, as those are so
specific to the story of Harry Potter that trying to include anything like them
would feel forced.
According to Rowling the theme of her books is Death, with minor themes of Prejudice and Corruption, and indeed Harry spends a lot of time dealing with those issues. They will certainly be present in these adventures as well, but I will also explore the themes of identity and destiny – what is it that makes you who you are, and can you (or should you) avoid the fate of your family history.
Hogwarts, a Culture
Hogwarts was constructed with a maximum capacity of 1008, or
144 students per year sorted into 4 houses of 36 students a piece. This means
each dorm has rooms for 18 boys & 18 girls of each year. The attendance
rates at the school have been under that peak for centuries, so the houses have
more room. (This year has only 54 students, slightly more than 1/3rd of the maximum.)
Each house handles that extra room differently.
The Ravenclaw have 3 rooms per gender, radiating off the
central tower stairwell in a double helix, with the girls on one strand and the
boys on another. The stairs actually cause headaches in those who aren't able
to grasp the shape (Intellect of less than 3) and they have a devil of a time
finding the right room. The gender years are connected by shared doors, and the
Ravenclaws will spread out - while technically a male Ravenclaw PC has 5
roommates, he actually only shares a physical room with one other student, Ulee
Leatherby.a fair of female Ravencalws might share a room, with Beatrice &
Barbara the next over and Aldebeon & Aurora two doors down. Students move
down the helix per year, so first years climb the most stairs.
The Slytherin have 3 rooms per gender per year, but
apportion extra rooms to older students, shoving lower years together to give,
for example, the seventh year prefect a private suite. Obviously, the Slytherin
change rooms every year to better accommodations. The boys and girls rooms are
separated by the common area.
The Gryffindors will put up to 9 students together in a
room, with 2 rooms per gender per year. Once they're in that room they stay
there for all seven years. Any extra rooms are turned into game rooms, wand
practice rooms or similar spaces for the whole house. Boys & girls rooms
are accessible by separate stairwells, and the girls stairs are enchanted to
not let the boys enter.
Finally, the Hufflepuff have 3 rooms per gender per year.
Like the Ravenclaw these rooms are linked by doors, and traditionally the
central room is used as a study are and tea nook for that year's students.
Pollux & Lochland share their room with Sky, and share the central room
with their other three first years. Once in a suite the students stay in it for
seven years, and each suite has a long history attached to it - Hufflepuffs
will often know the names of their suites former inhabitants (every 7 years of
graduates) going back decades, and the previous generations will often mentor
their old rooms new inhabitants over the breaks.
The Gryffindor and Hufflepuff houses both have portraits as
door guards. The Gryffindor is known just as "the Fat Lady, but Hufflepuff
is guarded by a portrait of Professor Fogerty - a long time head of house and
old teacher in Defense Against Dark Arts. His image is a severe elderly
gentleman with a badger-headed cane. Ravenclaw uses a knocker that asks
philosophical riddles, while Slytherin has a secret door with password.
While Quidditch is the official school sport - and the only
one that has an impact on house ratings - there are other sporting clubs on
campus. This includes a Broom Racing club (slalom courses) and an on again, off
again dueling club which is currently off. The Muggle born children do maintain
small but persistent football and cricket clubs - these popped back up with
force last year but still don't command much respect from those who don't spend
time in Muggle society. The clubs will gladly teach the rules to anyone who
wants to learn.
Most of the other clubs last only as long as there are
professors interested in overseeing them. The school Dramaturgy that stretches
back to the Elizabethan era (though it bristles when Caducia points out their
club's longevity). It is overseen by Prof. Ogham and Madam Hooch, who makes up
for her own lack of on stage talent with a considerable flair for staging. The
school does have a full theater on one of the lower levels.
The school's chorus has an equally long history, and is currently overseen by Professor Flitwick. The chorus has bi-annual concerts (including this year) with Green-law & Glasscastle, which helps the chorus, as no group of teachers wants to be the ones that let the centuries old event die. Flitwick has ambitions for a chamber music club, but with 7/8ths of his band graduating in the last two years the band is, at the moment, him and Daisy Fontaine. But he remains hopeful.
Speaking of Glasscastle & Greenlaw, those
"lesser" academies produce teams for the bi-annual "Witches
Bowl", which is held in the years opposite the choral events. The Witches
Bowl is a cutthroat trivia event that draws contestants mostly from Ravenclaw
and Huffle-puff. While not part of the house cup, professors find reasons to award
the Hogwarts team points if they win.
A Wizards Chess club also covers Napoleonic era wargames,
which also use animated pieces that will argue with their orders. Slytherin
have a tendency to dominate in these, as they are best able to direct the troops,
but all bets are off when a Hufflepuff general controls the Russian Front!
Professor Lippershey over-sees this club, which usually meets at late hours to
accommodate the astronomy professor's odd schedule. There are tales of the
club's 1/10th size Waterloo battle four years ago - apparently not to be
repeated.
There is a "Magick" club for those who practice
their arts with maximal pretension. It is populated by Raven-claw &
Slytherin who are skilled but, let's face it, full of themselves. It is overseen by Professor Vector, with some
help from Professor Trelawney.
While there is no official school band there are many
unofficial ones as musically inclined students aim to impress their fellows
with renditions of the latest tunes or old classics. These do not have official
sanction but hardly need it, as most fail to last even a term. Six years ago
the band "The Yarrow Sticks" went on to fame and fortune, but the
best most can hope for is some free pub food and some dates for providing the music.
Likewise, there are dozens of unofficial school clubs, which
form and dissolve as clusters of students declare an interest in a topic:
Regency era literature, Muggle TV shows, trading & collecting, Chocolate
Frog cards, you name it. The main stumbling blocks for them is the 9:00 curfew
to the dorms unless visiting a sanctioned club with a professor supervising
them. Many older students are limited in that they already have advanced
classes in the evening (I realized that the 5 lower years in 4 houses eat up almost
all the daytime hours for professors of the major classes. Hence, 6th & 7th
years must have late afternoon or evening classes in charms, potions, etc.). As
a result, small clubs tend to be segregated by ages or house, which limits
their longevity.
Outside of any clubs that they oversee, the advanced studies
professors (such as Professor Plain or Professor Ogham) have minimal contact
with first year students. While the professors in the major classes have more
duties, the advanced studies professors have more time for research, and will
occasionally call on 3rd+ years, but more often 6th and 7th years, to help them
with that research. Professor Kettleburn does have a moderately large group of
3rd+ years who assist he and Hagrid in caring for the magical creatures on
campus.
An impressive embellishment of the canon information. -D*
ReplyDeleteI needed to flesh things out somehow as the PCs were not likely to care about the same stuff as the heroes of the books. Given how small their stage was they needed some options pointed out.
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