GrimWild Remixes A Few Heavy Hitters Into Something Unique

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Getting players to try something beyond Dungeons & Dragons can be a challenge. It takes time and effort to master D&D. Some players don’t want to learn more rules to play a different game. Grimwild, from designer J.D. Maxwell with art by Per Janke, seems like it might have been initially created for gaming groups who want to move on from D&D but have a few holdouts reluctant to make the jump. It uses familiar structures like classes, fantasy adventure and recognizable monsters to ease players and GMs into a new system; one that borrows from a lot of indie and narrative sources as well. Does Grimwild slay the dragon? Let’s play to find out.

The biggest influence on GrimWild comes from Blades In The Dark. The game uses the d6 pools to determine whether or not a player gets a perfect, messy or grim result when they take action. It handles difficulty by adding in thorn dice that lower the success level by one if these d8 dice roll a seven or eight. Rather than clocks, narrative problems are represented by pools of d6 which are rolled whenever a clock might tick. Any dice that roll 1-3 exit the pool and when the pool is empty, the thing happens in the story. This could mean the monster is defeated, the wound is healed or the wizard’s magic is used up. I like how pools add a bit of dice goblin chaos back into the relatively methodical progress of the clock mechanic. The swingy nature of the d20 is often one of the most exciting things about the game. The pool mechanic adds a little bit of that feeling back in to give players those moments where a lucky roll can take out a big bad unexpectedly or keep that one darn goblin alive to annoy the party again.

The character paths follow the twelve classes included in Fifth Edition. Each one gives players some leeway in flavoring their class in a specific way. Some classes have options that are there for color while others, such as the magic options have a mechanical impact. Most of the time, the class includes a six by six chart of words where players are supposed to roll or select a few choices, mash them together and come up with functional character options. This method can be used for everything from paladin oaths to spell names.

Magic hits a sweet spot between freeform and lists of spells. Magic characters select a domain and then are given narrative benchmarks for what their powers can do. The power levels range from narrative declarations to rituals that require multiple participants and seem like a good source of climactic scenes. For example, a shadowblood sorcerer might be able to snuff out a candle or torch without a roll, strike someone blind with a spell roll, create a zone of darkness and silence with a spell roll and added thorns and blot out the sun if they can find the right artifacts and cast a ritual with a half dozen other shadowbloods. There’s some negotiation between player and GM here but the text does a good job in setting benchmarks, offering advice and including examples that frame the designer’s intent.

The GM advice is also one of the selling points of the book. Reading it reminded me of the first time I read Dungeon World and how that helped me grasp Powered by the Apocalypse games in a way I hadn’t yet. I’m more familiar with the mechanics used here, but there’s good, strong advice on how to move through a story with just the essentials and figuring things out during play. It’s not exactly the blank page that many indie RPGs suggest either. The back of the book offers several story kits that pack a lot of info for a story into an easy to read one page format. There are multiple hooks, characters, obstacles and even plot twists to choose from. Rather than a linear story the story kits provide prompts to keep things moving if your players go in an expected way. These kits are also not level dependent. If a GM wants to kick off a campaign where the players try to infiltrate a vampire lord’s ball they don’t have to worry about leveling up characters or leveling down villains.

Grimwild adopts the Kevin Crawford method of release with a mostly full free version with a paid version that includes more content. In this case that content is two more classes, more information of magic items, additional GM advice and some rules hacks to adjust the fantasy aspects to fit the players desires. The free version impressed me and I picked up the full version of the game shortly after completing this review.

Bottom line: Grimwild offers a fantasy game that bounces back and forth between player and Game Master. It pays reverence to the games in the past that inspires it but also finds a new way to move forward.
 

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Rob Wieland

Rob Wieland

I did a very quick skim of the chargen part. It really does feel D&D-ish even if it is "more flexible." That's not necessarily a bad thing. Look at how popular DungeonWorld is after all. I've never played that, though, specifically because of how D&D it feels to me.
This is a big reason why I prefer Stonetop over Dungeon World. Stonetop presents a different fantasy game than D&D, with a fresh take on classes/playbooks and creatures that would fit in its fantasy Iron Age setting.
 

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This is a big reason why I prefer Stonetop over Dungeon World. Stonetop presents a different fantasy game than D&D, with a fresh take on classes/playbooks and creatures that would fit in its fantasy Iron Age setting.
Man, I want to read Stonetop. I've heard so many good things about it and I love what I've read about it. Is it actually available though? On the site, it still says pre-order (for the PDF), so I'm a bit leery of spending the money until I know its exact status.
 


Man, I want to read Stonetop. I've heard so many good things about it and I love what I've read about it. Is it actually available though? On the site, it still says pre-order (for the PDF), so I'm a bit leery of spending the money until I know its exact status.

The physical books? No. The like 90% complete PDFs with glorious art and fantastic hyperlinked layouts that are the easiest to run at the table resources I've ever used? Yes.

Missing chapters are things like "making stonetop your own" and some other final campaign running guidance. All the core is there, and way more then pretty much all other PBTAs give you, to the point folks recommended it to me as a "first PBTA" thanks to the depth of stuff Jeremy has packed in there. It's really his single-setting-focused take on a DW 2.0. (also: taking the core conceit of Storming the Wizard's Tower and turning it into a full game, lol)

One thing that I still deeply prefer from PBTAs vs something that leans more towards FITD (even those that are hacking back in a lot of the "core" PBTA trappings like this does) is what @Aldarc has said: playbooks that make you feel something when you look at them. When I read teh moves of the Would Be Hero, or the Lightbearer, or the Judge the immediate narrative potential sends chills down my spine.

edit: I would like to play in a one-shot of Grimwild sometime though, just to experience how it's tackling the core D&D fantasy tropes in its own way.
 
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Man, I want to read Stonetop. I've heard so many good things about it and I love what I've read about it. Is it actually available though? On the site, it still says pre-order (for the PDF), so I'm a bit leery of spending the money until I know its exact status.
I remember looking at a PDF of part of the rules, which is likely what everyone is talking about it. I know you can order it through Backerkit but have no idea if it's actually available at the moment. From what I remember, it was very nice, and for the right group interested in telling the story centered around a community, I think it looks like a lot of fun. If I ever hear about a final release, I'll definitely be picking it up.
 

Sorry, but regardless of whether they are more flexible or not, they are also the same tired repackaged archetypes from 5e that so many heartbreakers fall back on using due to players' familiarity with the classes of 5e D&D, and I'm not interested in more of the same. I'm tired of being presented with tabletop fantasy as presented through the lens of 5e D&D.
If it's a dealbreaker for you, it's a dealbreaker. I think it's a strength for many groups that struggle trying to break free of 5e. That structure might coax out players reluctant to try something new. You don't seem to be in that audience.

If you're curious about the system as it applies to another genre, they're currently crowdfunding a weird space western that uses the same rules. It has a free quickstart and everything.
 

If it's a dealbreaker for you, it's a dealbreaker. I think it's a strength for many groups that struggle trying to break free of 5e. That structure might coax out players reluctant to try something new. You don't seem to be in that audience.

If you're curious about the system as it applies to another genre, they're currently crowdfunding a weird space western that uses the same rules. It has a free quickstart and everything.
Thanks for understanding. However, IME, I sometimes find it easier to break from 5e not by presenting the same classes, but by showing potential players the archetypes or concepts that aren't adequately expressed in 5e as I genuinely don't think that 5e somehow has encapsulated the totality or even most fantasy archetypes within its chosen twelve classes. Spark joy by showing something unique, new, and different! Sometimes it can even be easier if you don't show players, particularly new players, the 5e classes because I don't necessarily think that the 5e classes are terribly intuitive for newcomers.

For example, what is the difference between a Sorcerer and a Wizard? In common parlance? Nothing. It's a distinction without a difference. However, in 5e that difference amounts to raw channeling versus academic study. But in other RPGs, including in computer games, there may only be a singular Mage, though there may also be some variant of the "Summoner" Mage: e.g., Necromancer (Diablo/Guild Wars), Warlock (WoW), Arcanist/Summoner (FF14), etc.

I think that there are more interesting and familiar class archetypes that are more easily accessible to players by virtue of computer games - which are MUCH LARGER than TTRPGs! - if more TTRPGs would be willing to break the mold of WotC D&D's classes, which partially exist due to mix of tradition (e.g., Fighter, Wizard, Cleric), mechanical experimentation (e.g., Sorcerer and Warlock), as well as the idea of backwards compatibility/continuity (e.g., convert your 3e/4e/PF Sorcerer to a 5e Sorcerer).
 
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If you're curious about the system as it applies to another genre, they're currently crowdfunding a weird space western that uses the same rules. It has a free quickstart and everything.
This is really cool. Thanks for posting it! It definitely removes any legacy components that may be upsetting. Now something more to read.
 

I think that there are more interesting and familiar class archetypes that are more easily accessible to players by virtue of computer games - which are MUCH LARGER than TTRPGs! - if more TTRPGs would be willing to break the mold of WotC D&D's classes
are there any in particular you have in mind, out of curiosity?
 

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