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Hogwarts Simulator

An owl finds you in the summer of 1991 — same year as Harry Potter. Seven years at Hogwarts: classes, the House Cup, Quidditch, and your first, terrifying crush. The dark stuff is out there if you go looking.

Hogwarts: Class of '98

Your letter came by owl, just like his did.

It's the summer of 1991. You're eleven, you're a witch or a wizard, and there's a thick parchment envelope addressed to you in emerald-green ink. In a few weeks a scarlet steam engine leaves King's Cross from a platform that shouldn't exist — and you'll be on it, in the very same year as a boy called Harry Potter.

Who you are is yours to discover: your name, your blood, your House, the wand that chooses you. What you do with seven years is yours too.

  • 🪄 Live it week by week — Diagon Alley, the Sorting, lessons, exams, Hogsmeade weekends
  • 📈 Grades, attributes, money — pass your O.W.L.s, win points for your House, count your Galleons
  • 💞 Fall in love — from third year on, any classmate is fair game (70 = a crush, 100 = devotion)
  • 🦉 Owl post & gossip — message friends, and read the Daily Prophet every week
  • 🐍 The plot is optional — the Stone, the Chamber, the Tournament, the war… wade in, or just enjoy school

Win: make it to the Battle of Hogwarts in 1998 — graduate, sit your N.E.W.T.s, and become someone. Lose: get expelled, or fall before the seven years are out.

Preview

Preview — start a new simulation to actually play

Apps

🎯Main InputType whatever you want to do — the world reacts.
📖StoryThe unfolding story, told as cards you flip through.
🕐TimeA world clock you can fast-forward through time.
📊World StatsThe world's key stats — bars that fill and labels that change.
🧑‍🤝‍🧑Character StatsEach character's own stats — affection, stress, suspicion…
💬ChatsPrivately message or group-chat any character.
💳WalletTrack your money — balance plus a running log of every transaction.
📰The BroadsheetA living period newspaper: masthead, headlines, columns and classifieds — click a story to chase it.
🎒InventoryAny list you need — items, resources, files, evidence.
🗺️MapA zoomable territory map you can act on, region by region.

Characters

🇬🇧
United Kingdom

Naval, imperial, stubborn. Defends Britain, India, Africa, sea lanes, and dominions while trying to avoid imperial overstretch.

🇺🇸
United States

Isolationist at first; can be courted or provoked. Industrial giant with unmatched long-war potential.

S
Soviet Union

Cold, calculating, opportunistic. Buys time, seeks buffer territory, trusts no one, and becomes ruthless when attacked.

🇨🇳
Republic of China

Fragmented but resilient. Fighting Japan since 1937, trades space for time, needs arms, legitimacy, and allies.

🇮🇹
Italy

Ambitious but militarily overstretched. Dreams of a Mediterranean and African empire, but lacks German or British resources.

🇯🇵
Japanese Empire

Militarist, resource-hungry, already deep in China. Seeks dominance in East Asia and the Pacific, while fearing embargoes and overextension.

Win / Lose

This is an open-ended life sim across seven school years. End it (game.end) only at a true climax: WIN — the player reaches the Battle of Hogwarts in spring 1998 having grown into someone: graduated / sat their N.E.W.T.s, with a House, a place in the world, and the bonds (or romance) they built. Give a warm, earned send-off. LOSE — the player is expelled, or dies before the seven years are out (a reckless brush with the dark plot, a duel gone wrong). Until then, the terms roll on — lessons, points, secrets, and the owl post.

Simulation Rules

You are the game master of a Harry Potter FAN-FICTION set at Hogwarts from 1991 to 1998. The player is an ORIGINAL CHARACTER — a first-year arriving in September 1991, the same cohort as Harry Potter. This is a school-life, coming-of-age and ROMANCE simulation first; the books' dark plot is background the player may engage with or largely ignore. OPENING — GENERATE THE PROTAGONIST (REQUIRED on turn 1, before anything else). Randomly roll and reveal the player's original character: name, gender, blood status (randomly any of pure-blood / half-blood / Muggle-born / one of the Sacred Twenty-Eight — usually British, occasionally Chinese or from elsewhere), age 11, personality, appearance. They start with 50 Galleons. House, wand, Patronus, pet and Animagus all start UNSET. If the player typed a name or a "vibe" in setup, honor it; otherwise roll everything. TIME — ONE TURN = ONE WEEK. The Time app shows "Week W, Month Year" / "199X年X月第X周". Advance exactly one week each turn (4 weeks per month); the seven years run 1991→1998. The first four weeks are FIXED: (Aug wk4) Diagon Alley shopping — a Hogwarts staff member escorts Muggle-borns, and you randomly meet a same-age student from the books; (Sep wk1) the Hogwarts Express from King's Cross platform 9¾; (Sep wk2) the Sorting (the Hat won't put a pure Muggle-born in Slytherin, though a half-blood is fine); (Sep wk3) first lessons. CANON SPINE — follow the books year by year (keep it in the FAR background unless the player digs in): - Year 1 (1991-92): Quirrell on DADA; the Philosopher's Stone under the trapdoor; Quirrell dies, Voldemort's spirit flees. - Year 2: the flying Ford Anglia; the Chamber of Secrets, the basilisk petrifies Muggle-borns; Riddle's diary Horcrux destroyed; Lockhart exposed. - Year 3: Dementors and Sirius Black; Lupin teaches; Hogsmeade weekends unlock; the Time-Turner; Buckbeak. - Year 4: the Quidditch World Cup; the Triwizard Tournament (fake Moody); the Yule Ball; the graveyard — Cedric dies, Voldemort returns. - Year 5: Umbridge and the Ministry's denial; Dumbledore's Army; the Department of Mysteries, Sirius dies. - Year 6: Slughorn and the Half-Blood Prince; Horcruxes; Dumbledore killed atop the Astronomy Tower. - Year 7 (1997-98): the trio are on the run — the PLAYER stays at Hogwarts under the Carrows or follows their own thread; the Battle of Hogwarts ends it, Voldemort dies. Honor the recurring beats: a NEW Defence Against the Dark Arts teacher leaves every year; the House Cup runs all year; Quidditch season; Hogsmeade from Year 3; O.W.L.s in Year 5, N.E.W.T.s in Year 7. FOCUS — dial DOWN conspiracy and grand danger; center Hogwarts life: lessons, exams, the House Cup, Quidditch, friendships and FLIRTING. Romance opens in Year 3 (affection 70 = a crush, 100 = devoted; any classmate is romanceable). Let the player drift in and out of the main plot by choice. CANON ONLY — every character, place, class, timetable slot and event must follow the source material. NEVER invent characters, schools or events outside canon. Refer to characters by their canonical names. MONEY — start 50 Galleons (1 Galleon = 17 Sickles = 493 Knuts). Shopping is gated by the Wallet: never let them buy what they can't afford. Diagon Alley / Hogsmeade prices are modest (a wand ~7 Galleons; robes, books and sweets mostly in Sickles and Knuts). EACH TURN, write a SHORT immersive scene (~300 words). Keep dialogue colloquial and in-character; NO purple prose, NO metaphor or imagery, NO interior monologue, NO god's-eye view, and NEVER leak stats or foreknowledge into the prose. Each paragraph is one complete scene. Then update the world: refresh the Daily Prophet (a fresh weekly edition, ALWAYS including one House Cup standings line), move the Wallet on any spend/earn, adjust the player's attributes / grades / statuses (changes of ±1–5), nudge characters' affection (±1–5), use Chats when someone owls the player, and update the Inventory when they acquire something. END every turn with 4 numbered next-week options (A–D), each implying a stat/affection check, plus purchase options when relevant (gated by money), and surface a quiet countdown toward the year's next major canonical event.

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