When you hear about role-playing games like Dungeons & Dragons, you probably picture a dimly-lit basement filled with people in silly robes rolling dice, but there’s much more to it than that. Not only are role-playing games incredibly fun, but they can actually teach you skills you’ll use in the real world.

IMPORTANT NOTICE: If we do not manage to reach our goal of $175,000, which enables us to do all three November events, and we need to cancel an event, you will of course get a full refund if the event you’ve signed up for (with a $374, $375 or 376$ reward). We’re quite confident we’ll do all three events, though. 😉
College of Wizardry is a four-day Wizard School larp event, where you can act out your dreams of being a student witch or wizard at a beautiful fairytale castle in Poland. Surrounded by around 130 like-minded people, at College of Wizardry you will:
- Attend classes as a witch or wizard and learn the magical arts
- Be selected to represent one of the five ancient Houses of Czocha Castle
- Explore the castle and meet the magical creatures that roam the grounds
- Make new friends and form long lasting bonds with like-minded people
- Get into discussions, stir up shenanigans, and play games
- Perhaps even a little (in-character) romance?
- Spend 3 nights at a castle in Poland and have a once-in-a-lifetime adventure

If you’re not familiar with it already, the term “larp” is a shortened form of Live Action Role Play. In a larp, the participants dress up in costume and pretend to be their characters. A larp can last for hours or for days, and can have from a couple of players to many thousands. Some larps are about elves and orcs in the forest, while others are about advertising agencies, prisons or … magical universities!
If you want to know more about larp, you can check out this short documentary, that Discovery Channel/TLC did in 2013. It does a good job at explaining Nordic style larp, but it’s about a rather more harsh experience, so don’t get scared away! 😉
In November 2014, a team of volunteers from the non-profit organisations Liveform (Poland) and Rollespilsfabrikken (Denmark) created the larp event College of Wizardry at the fariytale Czocha Castle in Poland. It was such a success that two more larps were planned for April 2015. Both sold out in record time.
So today, we bring you this campaign, because we want to do more than just two CoW larps in 2015. And for that, we need your help. But first something important.
Warner Bros. kindly allowed us to continue with our unauthorised Harry Potter larp event, on a one-off, non-commercial basis, to avoid disappointing the fans who had booked and paid for their places.
We want to make clear that we have agreed with Warner Bros. that our future larps will not include or be connected in any way with any part of the Harry Potter world.
So please note that this larp is NOT based on nor will it involve the use of any Harry Potter stories, characters, names or elements. It is not a Harry Potter fan event, but is for those larp participants who wish to play in a generic wizard college setting. College of Wizardry larps will NOT take place in the Harry Potter universe, but in a universe of our own making. There will be no mention of Muggles, no Quidditch and no Hogwarts in our fiction. The whole idea behind this Indiegogo campaign is to make College of Wizardry stand on its own legs. 😉
We hope you’ll help that happen.
Our crowdfunding campaign has been receiving a bit of media attention. Below are some of the places where it’s been featured. If you’re interested in doing a story about College of Wizardry, you’re more than welcome to write us at claus.raasted@gmail.com. Here are links to a few of the articles.
The Verge, The Telegraph, Larping.org, Daily Mirror
College of Wizardry is a four-day larp event, that starts Thursday afternoon and ends Sunday morning. We hope to hold three sessions this November, Nov 12-15, Nov 19-22, and Nov 26-29. If we fail to raise enough funds for all three events, we’ll of course give full refunds to those who’ve supported in vain.
We’re not really worried about that, though. 😉
But what actually happens during one of these events?
There’s more than just students at school
At CoW, participants play everything from students and teachers to ghosts and visiting reporters. After signup has closed, all players get to tell us what their preferences are, and we try to cast them as best we can.
It’s ok if you’ve never larped before
You don’t need to have any larp experience to play CoW, as long as you’re willing to give it your best shot. It’s a participatory experience, so you’ll be both actor and audience at the same time. And don’t worry. It’s not that scary.
You’ll eat, sleep, and live at the Castle
Some people ask us about lodgings and nearby hotels. Czocha Castle IS a hotel, and as a participant, you’ll be staying there for the duration of the larp. You’ll be staying in 2-4 person rooms along with other participants – and if you go with a friend or three, we’ll of course give you a room together. When the game starts, it doesn’t end until it’s over, and even eating breakfast and enjoying a glass of port wine happens in character.
Much more than just classes
Though there are classes from 9.00 – 16.00, not all day is spent in the classroom. First of all, there are meals, but also Czocha College is home to a string of societies (some secret, some well-known) and there are things going on at all times. There is a castle to explore, a forest to visit and there nearby tavern to grab a beer at. Oh, and then there’s initiation of Juniors, House rituals and more. In short, there’s plenty of stuff going on at the castle at all hours.
There’s even a school ball at the end of the game
A magical college wouldn’t be complete without a magical ball to end the event. Here, the Czocha Polka will be danced, the legendary DJ’s “The Wicked Witches of West Berlin” will play and there’ll be speeches and entertainment. After that the game will end and there’ll be an afterparty of epic proportions!
We create our own magic
Obviously, none of us know real magic, but we have a pretty good system for how we pretend. It was invented by the Polish organization Liveform for College of Wizardry, and makes magic work in intuitive and fun ways.

February 2015: The campaign launches.
May 2015: Signup for the larp opens for non-backers
June 2015: The new story world is publicly launched.
July 2015: Participants receive their characters.
August 2015: Dialogue with character coaches.
September 2015: Relation-building in online forums.
October 2015: Final preparations for the larp(s).
November 2015: The larp(s) take(s) place.
Our ambitions are modest, but are dreams are big. We may be volunteers doing this project through our two non-profit organizations, but we’re volunteers who dare to dream big.
$60,000 –If we raise the extra 10k, we’ll do a physical teaching book for the larp and make it available online as a free web-based PDF. Think 200+ pages of magical teaching!
$75,000 — If we reach this level of funding, we’ll fly in a documentary team, and make a 20-minute documentary of the new CoW experience for youtube.
$120,000 — We’ll not only do the book and the documentary, but also do two CoW larps back-to-back that more people can attend if the first sells out.
$175,000 — If we get enough money to run three events, we will! It’s going to be a ton of work, but it’ll be worth it!
$1,000,000 — If we reach a million dollars, not only are we doing three events in November, and all the other things, but we’re also buying a castle in Poland, so that we can do future events at our OWN freakin’ castle.
If we manage to raise more than $175,000 we’ll start adding stretch goals. But the ultimate stretch goal – the fever fantasy – is that we raise a million dollars. This will permit us to buy and refurbish a honest-to-Merlin castle in Poland. And if THAT happens, you can be sure that we’ll be doing more awesome events in the future. Put simply, if we reach a million dollars, we’re going to buy a castle and throw the craziest opening party ever.
Imagine our world, just as it is today. Except that magic is real. The world of magic exists in the shadows of our own mundane world – undiscovered by billions, but known to the initiated. It’s a world of tradition and old bloodlines, of secrets and mysteries. It is a world of wise sorcerers, powerful witches, and dark-hearted conjurers.
Most of all, it is a world that is slowly changing. From the open practice of magic in ancient times to the secret rituals held in dark forests in medieval times to the completely underground magical world of today, the witching world is a parallel society that is under assault from modern culture.
Here, long-flowing robes and dragontooth wands meet jeans and leather jackets. Magical theory is taught in old castles to students at home on iPhones, and while some wizarding families proudly trace their lineage back to famous magicians such as Morgana le Fey or the Oracles of Delphi, there are powerful sorcerers popping up in suburban Chicago and downtown Shanghai.
The world of magic has its own politics, myths and rules, and is every bit as varied and diverse as the Mundane world. But there are three simple rules that are followed by all, whether noble master of charms or dark-hearted necromancer, known as The Traditions.
The Tradition of Word: You do not speak of magic to Mundanes.
The Tradition of Action: You do not practice magic around Mundanes.
The Tradition of Fear: Break these rules and you shall be cast out.
This is the world of magic. Welcome, magicians.
Making something like this happen requires much more than money. If you want to help us, we’d be very grateful if you’d mention our campaign on social media, write about us on your blog or use the hashtag #cowlarp. If nothing else, send a kind thought our way or give a high-five when you meet one of us. It all helps.
- Claus RaastedProject Coordinator
- Charles Bo NielsenCreative Coordinator
THE WRITE GAME – THE FORGE
Aug 13
Posted by Jack
Indeed. It has been a seminal influence on my fictional writings, but not just upon my writings. It also greatly influenced many other things I did or am still doing in life, everything from detective work to my inventions.
I also learned a great deal about things like map-reading and ambush setting by playing D&D.
A Game as Literary Tutorial
Dungeons & Dragons Has Influenced a Generation of Writers
By ETHAN GILSDORFJULY 13, 2014
When he was an immigrant boy growing up in New Jersey, the writer Junot Díaz said he felt marginalized. But that feeling was dispelled somewhat in 1981 when he was in sixth grade. He and his buddies, adventuring pals with roots in distant realms — Egypt, Ireland, Cuba and the Dominican Republic — became “totally sucked in,” he said, by a “completely radical concept: role-playing,” in the form of Dungeons & Dragons.
Playing D&D and spinning tales of heroic quests, “we welfare kids could travel,” Mr. Díaz, 45, said in an email interview, “have adventures, succeed, be powerful, triumph, fail and be in ways that would have been impossible in the larger real world.”
“For nerds like us, D&D hit like an extra horizon,” he added. The game functioned as “a sort of storytelling apprenticeship.”
Now the much-played and much-mocked Dungeons & Dragons, the first commercially available role-playing game, has turned 40. In D&D players gather around a table, not a video screen. Together they use low-tech tools like hand-drawn maps and miniature figurines to tell stories of brave and cunning protagonists such as elfish wizards and dwarfish warriors who explore dungeons and battle orcs, trolls and mind flayers. Sacks of dice and vast rule books determine the outcome of the game’s ongoing, free-form story.
For certain writers, especially those raised in the 1970s and ’80s, all that time spent in basements has paid off. D&D helped jump-start their creative lives. As Mr. Díaz said, “It’s been a formative narrative media for all sorts of writers.”
The league of ex-gamer writers also includes the “weird fiction” authorChina Miéville (“The City & the City”); Brent Hartinger (author of “Geography Club,” a novel about gay and bisexual teenagers); the sci-fi and young adult author Cory Doctorow; the poet and fiction writer Sherman Alexie; the comedian Stephen Colbert; George R. R. Martin, author of the “A Song of Ice and Fire” series (who still enjoys role-playing games). Others who have been influenced are television and film storytellers and entertainers like Robin Williams, Matt Groening (“The Simpsons”), Dan Harmon (“Community”) and Chris Weitz (“American Pie”).
With the release of the rebooted Dungeons & Dragons Starter Set on Tuesday, and more advanced D&D rule books throughout the summer, another generation of once-and-future wordsmiths may find inspiration in the scribbled dungeon map and the secret behind Queen of the Demonweb Pits.
Mr. Díaz, who teaches writing at the Massachusetts Institute of Technology, said his first novel, the Pulitzer Prize-winning “The Brief Wondrous Life of Oscar Wao,” was written “in honor of my gaming years.” Oscar, its protagonist, is “a role-playing-game fanatic.” Wanting to become the Dominican J. R. R. Tolkien, he cranks out “10, 15, 20 pages a day” of fantasy-inspired fiction.
Though Mr. Díaz never became a fantasy writer, he attributes his literary success, in part, to his “early years profoundly embedded and invested in fantastic narratives.” From D&D, he said, he “learned a lot of important essentials about storytelling, about giving the reader enough room to play.”
And, he said, he was typically his group’s Dungeon Master, the game’s quasi-narrator, rules referee and fate giver.
The Dungeon Master must create a believable world with a back story, adventures the players might encounter and options for plot twists. That requires skills as varied as a theater director, researcher and psychologist — all traits integral to writing. (Mr. Díaz said his boyhood gaming group was “more like an improv group with some dice.”)
Sharyn McCrumb, 66, who writes the Ballad Novels series set in Appalachia, was similarly influenced, and in her comic novel “Bimbos of the Death Sun” D&D even helps solve a murder.
“I always, always wanted to be the Dungeon Master because that’s where the creativity lies — in thinking up places, characters and situations,” Ms. McCrumb said. “If done well, a game can be a novel in itself.”
What makes a D&D story different from novels and other narratives is its improvisational and responsive nature. Plotlines are decided as a group. As a D&D player, “you have to convince other players that your version of the story is interesting and valid,” said Jennifer Grouling, an assistant professor of English at Ball State University who studied D&D players for her book, “The Creation of Narrative in Tabletop Role-Playing Games.”
If a Dungeon Master creates “a boring world with an uninteresting plot,” she said, players can go in a completely different direction; likewise, the referee can veto the action of player. “I think D&D can help build the skills to work collaboratively and to write collaboratively,” she added. (Mr. Díaz called this the “social collaborative component” of D&D.)
Ms. Grouling also cited “a sense of control over stories” as a primary reason people like role-playing games. “D&D is completely in the imagination and the rules are flexible — you don’t have the same limitations” of fiction, or even of a programmed video game, she said. A novel is ultimately a finished thing, written, edited and published, its story set in stone. In D&D, the plot is always fluid; anything can happen.
The playwright and screenwriter David Lindsay-Abaire, 44, who wrote the Pulitzer Prize-winning play “Rabbit Hole,” said D&D “harkens back to an incredibly primitive mode of storytelling,” one that was both “immersive and interactive.” The Dungeon Master resembles “the tribal storyteller who gathers everyone around the fire to tell stories about heroes and gods and monsters,” he said. “It’s a live, communal event, where anything can happen in the moment.”
Mr. Lindsay-Abaire said planning D&D adventures was “some of the very first writing that I did.” And the game taught him not just about plot but also about character development.
Playing D&D has also benefited nonfiction writers. “Serving as Dungeon Master helped me develop a knack for taking the existing elements laid out by the game and weaving them into a coherent narrative,” said Scott Stossel, editor of The Atlantic and author of “My Age of Anxiety: Fear, Hope, Dread, and the Search for Peace of Mind.” “And yet you were constrained by the rules of the D&D universe, which in journalism translates into being constrained by the available, knowable facts.”
Mr. Lindsay-Abaire agreed that fictional worlds need rules. “For a story to be satisfying, an audience needs to understand how the world works,” he said. “ ‘The Hunger Games’ is a perfect example of: ‘O.K., these are the rules of this world, now go! Go play in that world.’ ”
Over and over again, Ms. Grouling said, tabletop role players in her survey compared their gaming experience to “starring in their own movies or writing their own novels.”
As for Mr. Díaz, “Once girls entered the equation in a serious way,” he said, “gaming went right out the window.” But he said he still misses D&D’s arcane pleasures and feels its legacy is still with him: “I’m not sure I would have been able to transition from reader to writer so easily if it had not been for gaming.”
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