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Main Gauche supplement for Zweihander- a read-through
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<blockquote data-quote="Some Dude" data-source="post: 7867747" data-attributes="member: 6980080"><p><strong>CHAPTER 9: THERE'S SOMETHING ABOUT MARIE</strong></p><p></p><p>There's Something About Marie is the adventure included in the Main Gauche book. As with A Bitter Harves, the adventure fro the Core Rulebook, There's Something About Marie was originally a fan-made, contest-winning module for Warhammer Fantasy Roleplay 2nd edition. Like ABH, TSAM has been not only converted to Zweihander, but fleshed out considerably. It is nearly 30 pages in length, and designed to be completed in 3-5 sessions. So, it is a substantial adventure. Whereas ABH was designed to step Players into the Core Rules, TSAM uses the Conspiracy rules from Main Gauche, along with the Social Intrigue rules from the Corebook. Like its predecessor, TSAM features playtest notes in the form of sidebars. Unlike its predecessor, it includes a couple of maps. This is an adventure that will test the Players' wits as much, or even more, than their prowess in Combat. And there are multiple options for resolving the various conflicts and challenges within. TSAM is another well-crafted adventure that doesn't feel "tacked-on" or obligatory. While many rules supplements don't include adventures, this is a nice addition, and fits what I refer to as Zweihander's "everything <em>and</em> the kitchen sink" design philosophy.</p><p></p><p>Finally, there are the Appendices. The first is an expanded "Taints OF Chaos" Addendum. These were listed, along with their effects, in the Corebook. But Main Gauche greatly expands the descriptions of these marks of Chaos, giving you an extra, visual layer to use in your game. Yecch.</p><p></p><p>The next two Appendices are tables for Creature Size and Risk Factor, a nice reference, and for Creature Traits by Risk Factor. These are suggested guidelines for assigning specific Traits according to Risk Factor. A lot of behind-the-scenes math has gone into Zweihander's design, and it seems that the intent is to allow GMs to make use of this knowledge, rather than let it languish on someone's hard drive, seen by 2 or 3 people.</p><p></p><p>The book ends with blank Creature and NPC Profile Sheets, and an Index.</p><p></p><p></p><p>Final thoughts: Main Gauche is a fine addition to Zweihander. It shares its high production values, and plays to its main strengths: consistency, utility and modularity. That it is able to add so many options to the game without "rules boat" is a testament to the quality of the game's, and this supplement's, design. Also, nothing here is "necessary", and can be added, or not, according to taste. But there is much here that will add depth and flavor to your Zweihander game, even if darkness, evil and Daemons aren't your cup of tea. And there are some great resources for the Zweihander "do-it-yourselfer". Zweihander has a fairly active fan-created content community, and with tools like the ones here, it's easy to see why.</p><p></p><p>One of my only complaints about Main Gauche would be that I'm not a fan of adding terms like "Momentum Die" to describe what is basically a Fury Die, mechanically. This is a minor quibble, and more a matter of personal preference than a qualitative judgement. I understand the thematic reasoning, the flavor behind it, but it seems an unecessary complication to a ruleset that is so elegant at its core.</p><p></p><p>More seriously, while Main Gauche does represent a MASSIVE improvement over the Core Rulebook in terms of editing and clarity, there are a few typos, and two fairly glaring editorial issues in Chapters 7 and 8, as I noted previously in each Chapter's read-through. Neither will likely impact the game, although the one in Chapter 8 is confusing for sure. And, like I said, compared to the Corebook, Main Gauche fares far better in that regard. But, in a way, that made it all the more jarring, as I was cruising along for the first 6 Chapters, enjoying the relative lack of issues, then BAM! Duck, You Sucker!</p><p></p><p>Overall, though, Main Gauche is a great addition to and mostly shows editorial improvement over the original. Highly recommended if you want to add a more sinister element, a greater range of Player options, or more weird tech via Wytch-Science. Also, the GMs' tools included here are characteristically useful and intuitive. I see a lot of value for Zweihander Players and GMs here. A solid, useful supplement that is also well-made and beautifully illustrated. And while I hope that the move to Andrews-McMeel Publishing will bring some much-needed editorial oversight to future Zweiihander products, I still give Main Gauche a hearty endorsement.</p><p></p><p>I hope you have found this read-through useful, and thanks for sticking it out.</p><p></p><p>If you have any interest in Zweihander, you can buy it at Barnes & Noble, on drivethrurpg.com, or for more info, go to grimandperilous.com.</p></blockquote><p></p>
[QUOTE="Some Dude, post: 7867747, member: 6980080"] [B]CHAPTER 9: THERE'S SOMETHING ABOUT MARIE[/B] There's Something About Marie is the adventure included in the Main Gauche book. As with A Bitter Harves, the adventure fro the Core Rulebook, There's Something About Marie was originally a fan-made, contest-winning module for Warhammer Fantasy Roleplay 2nd edition. Like ABH, TSAM has been not only converted to Zweihander, but fleshed out considerably. It is nearly 30 pages in length, and designed to be completed in 3-5 sessions. So, it is a substantial adventure. Whereas ABH was designed to step Players into the Core Rules, TSAM uses the Conspiracy rules from Main Gauche, along with the Social Intrigue rules from the Corebook. Like its predecessor, TSAM features playtest notes in the form of sidebars. Unlike its predecessor, it includes a couple of maps. This is an adventure that will test the Players' wits as much, or even more, than their prowess in Combat. And there are multiple options for resolving the various conflicts and challenges within. TSAM is another well-crafted adventure that doesn't feel "tacked-on" or obligatory. While many rules supplements don't include adventures, this is a nice addition, and fits what I refer to as Zweihander's "everything [I]and[/I] the kitchen sink" design philosophy. Finally, there are the Appendices. The first is an expanded "Taints OF Chaos" Addendum. These were listed, along with their effects, in the Corebook. But Main Gauche greatly expands the descriptions of these marks of Chaos, giving you an extra, visual layer to use in your game. Yecch. The next two Appendices are tables for Creature Size and Risk Factor, a nice reference, and for Creature Traits by Risk Factor. These are suggested guidelines for assigning specific Traits according to Risk Factor. A lot of behind-the-scenes math has gone into Zweihander's design, and it seems that the intent is to allow GMs to make use of this knowledge, rather than let it languish on someone's hard drive, seen by 2 or 3 people. The book ends with blank Creature and NPC Profile Sheets, and an Index. Final thoughts: Main Gauche is a fine addition to Zweihander. It shares its high production values, and plays to its main strengths: consistency, utility and modularity. That it is able to add so many options to the game without "rules boat" is a testament to the quality of the game's, and this supplement's, design. Also, nothing here is "necessary", and can be added, or not, according to taste. But there is much here that will add depth and flavor to your Zweihander game, even if darkness, evil and Daemons aren't your cup of tea. And there are some great resources for the Zweihander "do-it-yourselfer". Zweihander has a fairly active fan-created content community, and with tools like the ones here, it's easy to see why. One of my only complaints about Main Gauche would be that I'm not a fan of adding terms like "Momentum Die" to describe what is basically a Fury Die, mechanically. This is a minor quibble, and more a matter of personal preference than a qualitative judgement. I understand the thematic reasoning, the flavor behind it, but it seems an unecessary complication to a ruleset that is so elegant at its core. More seriously, while Main Gauche does represent a MASSIVE improvement over the Core Rulebook in terms of editing and clarity, there are a few typos, and two fairly glaring editorial issues in Chapters 7 and 8, as I noted previously in each Chapter's read-through. Neither will likely impact the game, although the one in Chapter 8 is confusing for sure. And, like I said, compared to the Corebook, Main Gauche fares far better in that regard. But, in a way, that made it all the more jarring, as I was cruising along for the first 6 Chapters, enjoying the relative lack of issues, then BAM! Duck, You Sucker! Overall, though, Main Gauche is a great addition to and mostly shows editorial improvement over the original. Highly recommended if you want to add a more sinister element, a greater range of Player options, or more weird tech via Wytch-Science. Also, the GMs' tools included here are characteristically useful and intuitive. I see a lot of value for Zweihander Players and GMs here. A solid, useful supplement that is also well-made and beautifully illustrated. And while I hope that the move to Andrews-McMeel Publishing will bring some much-needed editorial oversight to future Zweiihander products, I still give Main Gauche a hearty endorsement. I hope you have found this read-through useful, and thanks for sticking it out. If you have any interest in Zweihander, you can buy it at Barnes & Noble, on drivethrurpg.com, or for more info, go to grimandperilous.com. [/QUOTE]
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