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No Harry Potter RPG?
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<blockquote data-quote="wingsandsword" data-source="post: 2735586" data-attributes="member: 14159"><p>1. The license to make the Wheel of Time was a limited license to begin with, limited to only two books ever.</p><p></p><p>2. I've known of two WoT d20 campaigns in my gaming club since the book came out. The only reason it hasn't been played more is a desire by fans to wait until the last book is out so they know more about the world, and there are so many other games to play.</p><p></p><p>3. It isn't perfect, but the WoT RPG did a pretty decent job of turning WoT channelling into an RPG magic system. WoT magic is a literary device, first and foremost, a novice channeller could fight a small army singlehandedly, and a talented master might be able to truly wreck all of time if they tried with Balefire. A few innovations originally developed for the d20 WoT game worked their way back into D&D, like the Wilder class (originally for channellers who learned naturally instead of being formally taught). Just like turning Gandalf's and Sarumans's magic or Jedi powers into game stats will have a few problems, so will WoT channelling.</p><p></p><p>Harry Potter could easily be converted into a d20 game. I'd go with d20 Modern personally, and make your "blood" a facet of your Occupation (occupations for Muggles, Mages, Squibs, Half-Bloods, ect), basic magic could be a skill/feat system with advanced classes and prestige classes to specialize in certain aspects (like an Auror or Animagus Prestige Classes, or a Dark Wizard advanced class).</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2735586, member: 14159"] 1. The license to make the Wheel of Time was a limited license to begin with, limited to only two books ever. 2. I've known of two WoT d20 campaigns in my gaming club since the book came out. The only reason it hasn't been played more is a desire by fans to wait until the last book is out so they know more about the world, and there are so many other games to play. 3. It isn't perfect, but the WoT RPG did a pretty decent job of turning WoT channelling into an RPG magic system. WoT magic is a literary device, first and foremost, a novice channeller could fight a small army singlehandedly, and a talented master might be able to truly wreck all of time if they tried with Balefire. A few innovations originally developed for the d20 WoT game worked their way back into D&D, like the Wilder class (originally for channellers who learned naturally instead of being formally taught). Just like turning Gandalf's and Sarumans's magic or Jedi powers into game stats will have a few problems, so will WoT channelling. Harry Potter could easily be converted into a d20 game. I'd go with d20 Modern personally, and make your "blood" a facet of your Occupation (occupations for Muggles, Mages, Squibs, Half-Bloods, ect), basic magic could be a skill/feat system with advanced classes and prestige classes to specialize in certain aspects (like an Auror or Animagus Prestige Classes, or a Dark Wizard advanced class). [/QUOTE]
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