RPG Adaptation: Harry Potter
It’s pretty common advice for new writers that they should read a lot. Similarly, reading good code makes you a better programmer and watching a great dancer will help make you a better dancer. In the spirit of those sorts of activities (practice through observation), this running series of posts will take a popular story from page or screen and see what can be learned about roleplaying games from it. Primarily we’ll look at the setting of the story as a campaign setting and the characters in the story as PCs and NPCs. We’re not evaluating or judging the “goodness” of these things, just looking at how well they would translate to the medium of RPGs.
Geographically speaking, the setting of Harry Potter is basically ideal for a campaign. The main location, Hogwarts, is a giant castle with centuries of history and secrets accrued over time. The main characters don’t have full reign of it, so some parts are off-limits and some are not, leaving plenty of room for hijinks. There is both a center of safety and home (their House common room and dorms) and a center of adversary (the opposing House’s common room) in close proximity and plenty of space for that rivalry to play out in neutral territory. Also, you could make a really killer map of the castle for the players to pore over.
There are a handful of secondary locations shown off at various times which can help break things up in case people are feeling stuck in the giant castle. They can go down to Hogsmeade or Diagon Alley. The stories generally start at Harry’s relatives’ house and/or the Weasley’s house. I suppose you could argue that the forest surrounding Hogwarts–home to centaurs, giant spiders and unicorns–is another secondary location apart from the school proper. This emphasis on one central location means that players could really get a sense of the place and feel like they know their way around. The fact that a handful of other locations are readily available means that they can still be made to go somewhere that’s not home turf once in a while.
In a less literal sense, the setting of Harry Potter has much to offer. The main thing, of course, is magic. Players, from the get-go, are allowed to play around with a special power that doesn’t exist in real life. Since the main characters are students at Hogwarts, they are watched over by a cadre of professors who are interested enough to keep anyone from killing each other, but distracted and/or trusting enough to let the protagonists get into entertaining trouble. Since everyone’s a magician, you might have trouble differentiating one character’s skill set from another (more on that later) and some players might feel stifled under the constant watch of the drastically more powerful administration.
I think it’s pretty clear there are three PCs in the Harry Potter stories. Harry obviously gets some top billing but not so much that I think it ruins everything. As the leader in crime (for the most part), Harry’s character is focused more towards cunning and non-magical skills, but he’s got a few powerful spells he can rely on in a pinch. He’s got solid balance for a PC and, really, the only down side is that he’s so central to the over-arching plot.
Hermione is more focused on magic than Harry, clearly. She knows more spells than he does and, in general, is better at them. It’s possible she knows more spells and better than anyone in her age group at Hogwarts. Basically, she’s a huge book worm and her greatest asset is her knowledge. When asking how Hermoine solves problems (without being specific about the problem), the answer is almost always magic first or else some other kind of book learning. She also has some interesting character traits that can be both an asset and a detriment (like her compulsive need to get good grades).
Ron is a bit of a problem. He’s pretty much balanced like Harry, but worse at everything. He’s the weakest candidate for PCdom of the three, but he’s always around so mere page count tends to counter-act that. It’s almost as if Ron were built by a very inexperienced GM and player together and ended up not using his points (or whatever character creation currency you use) efficiently compared to Harry’s player. One thing Ron brings to the table is his having lived in the magical world his entire life. It’s almost never used to good effect in the stories, but this could potentially let him know things the other players don’t and get to tell them about stuff now and again.
The NPCs are obvious: Dumbledore is, like Gandalf, there to act as a plot device for the most part and reveal Things to the players. Draco Malfoy is a wonderful non-lethal foil for the PCs and comes with Slytherin goons for when someone needs beating up (or whatever the verb is for magically abusing someone). The teachers range in their level of sympathy and depth from Snape and Hagrid to, uh… whoever it is that is head of House Hufflepuff and, you know, the teacher that’s a ghost. In general, the student body is large enough to hide important NPCs in until they become important (like Luna Lovegood or Cho Chang).
I’m not sure if we should consider one book or the whole series when talking about stories. Aside from the fact that people do less time for manslaughter than it would take to run the whole campaign, the structure of the entire series is nice in that there is a sequence of smaller story arcs that create and work within a much larger arc. Realistically, I can’t see a group of players being able to maintain the time commitment long enough to get through all seven years of campaign time. Luckily, any given single book is pretty self contained and could be a campaign to its self.
The formula is pretty close the typical Dann Campaign formula: The PCs start a semester and go to a few classes. Before too long it becomes clear that Something Odd is going on and they set about figuring out what that thing is, who’s behind if and thwarting it. In the course of things, they generally have plenty of sneaking about to do, learn some new spells, get side-tracked on some interesting red herrings and have a few opportunities to use their magic in cool ways. The one thing I’d be worried about would be the relatively low level of directly adversarial magic in most of the stories. A lot of players will really want to be slinging around those petrificus totaluses.
Alternatively, if you were going to run a Hogwarts campaign without Harry and the gang, that would be doable a few generations before or after them. Unlike The Matrix or Star Wars, by the end of the books Harry hasn’t drastically changed the setting as it is first introduced. In fact, he’s mostly protected a status quo. So if your players all played characters that were too young to really remember Voldemort at all, they could still go to Diagon Alley to buy wands and meet Nearly Headless Nick and narrowly avoid getting in trouble for being out of bed after hours by clever use of the Marauder’s Map.
One of my biggest concerns about this setting is that the PCs would all be kids. It seems like a real challenge for an adult (or someone in their late teens) to play a 12- or 14-year-old. Part of the stories rely on the scope of events and violence being scaled to kids and on the characters making childish, naive or immature decisions. So first off, you have to decide that your players will be able to do that well and then you have to decide that they’ll have fun doing it. Especially as the main characters start to get involved in romance plots, they routinely behave irrationally and immaturely. As well, magic is powerful and somewhat of a responsibility for which most kids aren’t going to be prepared, really. Is that something your players will have fun exploring, or will it get tiring quickly?