I, personally, would go with either GURPS or Basic Role Playing (BRP, the Chaosium system). Harry Potter et al seem primarily skill-based systems; what you know defines what you can do. Also, they deal in the realistic consequences of actual magic, which, to my mind, defines what Potter, Discworld and Neverwhere are really all about.Another helpful design example: Mutant City Blues!! It's a story-driven skills-based investigation game from Robin Laws: NYPD Blue + X-Men, with a superb mutant-powers tree (called the Quade Diagram), minimalist mechanics, strong investigative flavour (like the HP books, not so much Discworld)...just a lovely game. But it's specifically designed for investigative roleplaying, not high-fantasy mucking about.
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posted by Ironmouth at 10:44 PM on July 18 [1 favorite]