In the ever-expanding landscape of tabletop roleplaying games (TTRPGs), the genre has seen a massive influx of titles that prioritize narrative fluidity and comedic absurdity over rigid, number-heavy simulation. The latest entry to this vibrant space is Hello Wizard, I Have a Problem, a new project that turns the traditional "mighty hero" archetype on its head, inviting players to inhabit the shoes of spellcasters who are as powerful as they are dangerously incompetent.

Designed by industry veteran Sam Armstrong—known for his work on All Bastard and Slasher—and featuring the whimsical, evocative art of Evlyn Moreau, this RPG aims to capture the chaotic energy of cult-classic comedy. By combining a collaborative, rotating Game Master (GM) system with a massive, procedurally-driven "Problem Generator," the game promises to turn every session into a slapstick fantasy catastrophe.


The Core Concept: When Magic Goes Wrong

At its heart, Hello Wizard, I Have a Problem is a celebration of failure. In most traditional fantasy RPGs, the goal of the wizard is to channel cosmic energy to solve problems. In this game, the goal is to cast spells that almost inevitably spiral into bizarre, hilarious, and unintended consequences.

The game is designed for any number of players, operating on a democratic, rotating structure. There is no singular, permanent GM. Instead, the game employs a "spotlight" mechanic: in every scene, one player takes the lead as the active wizard, attempting to perform a magical feat to impress their peers. The remaining players collectively assume the role of the GM, tasked with deciding exactly how that spell goes off the rails.

This shift in power dynamics ensures that no one is stuck behind the screen for the duration of the campaign. By distributing the role of the antagonist/referee among the group, the game fosters a collaborative environment where players are encouraged to "yes, and" each other’s failures, building a shared narrative of incompetence.


Chronology and Development

The journey of Hello Wizard, I Have a Problem began with Sam Armstrong’s desire to distill the essence of absurdist humor—think Monty Python, The Mighty Boosh, or What We Do in the Shadows—into a mechanics-light tabletop format. Armstrong, who previously explored the tension between heroes and the "bastards" they defeat in his earlier title All Bastard, sought a system that required minimal setup time and maximum social engagement.

This Monty Python-esque comedy RPG lets you improv as a band of incompetent and dangerously powerful wizards

Development progressed rapidly, with Armstrong focusing on the "Problem Generator" as the project’s mechanical cornerstone. By providing a structured way for players to determine the outcome of a spell, the game removes the "analysis paralysis" that often slows down tabletop sessions.

The visual identity of the game was finalized through a collaboration with illustrator Evlyn Moreau. Known for her work on Liminal High School, Moreau’s aesthetic provides a grounded, slightly surreal visual language that perfectly complements the game’s tone. Following the completion of the core rulebook and the assembly of the artwork, the project launched its crowdfunding campaign on Kickstarter, aiming to bring the physical and digital copies to the public by mid-2024.


Supporting Data: The Power of the "Problem Generator"

One of the most impressive technical features of Hello Wizard, I Have a Problem is its built-in randomization engine. The rulebook contains a "Problem Generator" capable of creating over 200,000 distinct prompts.

For a game that relies heavily on improv, this provides a vital safety net. When a player casts a spell and the group is unsure of the outcome, a quick roll or reference to the generator provides an immediate, thematic, and disastrous spark for the narrative.

Gameplay Mechanics at a Glance:

  • The Spotlight System: Players take turns being the protagonist. When you are the "Wizard," you describe the intent. When you are not, you are the "Problem," ensuring everyone stays engaged.
  • Improvised Scoring: Rather than tracking traditional character stats or health points, the game uses a loose, improv-based scoring system. At the end of the session, the group determines who was the most "impressive"—which, in this context, often means the person who caused the most spectacular mess.
  • Low Barrier to Entry: The game is explicitly designed for quick setup. It is intended to be a "pick-up-and-play" experience, suitable for one-shots or short-form campaigns where learning the rules should not be a barrier to fun.

Official Perspectives and Creative Vision

In discussions surrounding the project, Sam Armstrong has emphasized that the goal is not to win, but to participate in a shared, comedic performance. "The magic of the game isn’t in the spell itself," Armstrong noted in his design logs. "It’s in the reaction of the table when the wizard tries to conjure a simple cup of tea and ends up summoning a sentient, disgruntled shrubbery that demands rent."

Evlyn Moreau’s artwork serves as a narrative bridge. By depicting wizards in various states of mild distress and magical mishap, the illustrations signal to the player that this is a world where being "the best" is subjective, and being "the most entertaining" is the true objective. The collaboration between Armstrong’s mechanics and Moreau’s visuals creates a cohesive world that feels lived-in, flawed, and incredibly funny.

This Monty Python-esque comedy RPG lets you improv as a band of incompetent and dangerously powerful wizards

The Implications for the TTRPG Market

The release of Hello Wizard, I Have a Problem signals a broader shift in the TTRPG industry. Over the past decade, the market has moved away from the "crunchy," rule-heavy systems that defined the 1990s and early 2000s. There is a growing appetite for games that function more like party games or collaborative storytelling exercises.

Impact on Genre Accessibility

By stripping away complex combat matrices and inventory management, Hello Wizard lowers the barrier to entry for newcomers. It invites non-gamers into the fold by framing the experience around comedy rather than tactical warfare. This shift has profound implications for the industry:

  1. Mainstream Appeal: Games like Hello Wizard are easier to market to casual fans of podcasts or comedy shows who may be intimidated by the weight of a 300-page core rulebook.
  2. Narrative Freedom: By removing the "punishment" of failure—which, in this game, is actually the source of the fun—the game encourages players to take risks they would never consider in a high-stakes campaign like Dungeons & Dragons.
  3. The "Indie" Renaissance: This project demonstrates that solo developers and small teams can leverage platforms like Kickstarter and Itch.io to create high-quality, niche products that directly compete with larger publishing houses by offering a more focused, distinct "vibe."

Final Thoughts: Should You Play?

Whether you are a seasoned veteran of the tabletop circuit or someone who has never touched a polyhedral die in their life, Hello Wizard, I Have a Problem offers a compelling value proposition. At a pledge point of approximately £8 ($10) for a physical copy and £4 ($5) for the PDF, the game is accessible to virtually anyone with an interest in comedy and creative storytelling.

The crowdfunding campaign serves as the final milestone in bringing this vision to life. For those looking to inject a bit of levity into their game nights, the game stands as a testament to the idea that sometimes, the best stories aren’t about the heroes who saved the world, but about the wizards who accidentally broke it—and had a great time doing so.

As the campaign concludes, the anticipation for the final product remains high. It is a reminder that in the world of tabletop gaming, the most powerful spell one can cast is the ability to make one’s friends laugh. In that regard, Hello Wizard, I Have a Problem appears to be a masterclass in magical mischief.

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