Wolfenstein TTRPG Coming From Modiphius

A GameFound campaign will launch later this year.
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Modiphius has announced plans to develop the Wolfenstein video game IP into a tabletop roleplaying game. The game will utilize Modiphius's 2d20 system, with a crowdfunding campaign planned for Fall 2026. Per a press release, the game will specifically focus on Wolfenstein: The New Order and Wolfenstein: The New Colossus.

For those unfamiliar with Wolfenstein, it's set in a world in which the Nazis defeat the Allies in World War II and then use advanced technology to conquer much of the world. Players are typically members of the resistance, stealing various weaponry from the Nazis and then defeating both Nazis and their monstrous science experiments.

Modiphius has a relationship with Bethesda, the owner of Wolfenstein, and makes a series of games based on the Fallout franchise. The Fallout RPG also uses a variation of the 2D20 system as well. Modiphius also develops a series of games based on Bethesda's Elder Scrolls series.

Modiphius has a sign-up page to be informed of when the crowdfunding campaign for the Wolfenstein RPG launches on GameFound.
 

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Christian Hoffer

Christian Hoffer


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I've heard...not good things about the 2d20 system. Anyone care to give the two sentence synopsis of why? I'd love for my group to be able punch some Nazis...maybe even back them into the random propeller (airplane, or boat, I'm not picky).
I'll be contrary to the bad press. I love the 2D20 system, though I won't call myself a fanboy.

Not all variants have been great. Some are too crunchy for their own good (Conan was like that and I didn't much care for Fallout, either) and there are variants that I've felt are too abstract.

My favorite iteration of it is Star Trek Adventures, where characters have six attributes, six disciplines (skills), some talents (special abilities), and some focuses (basically situational specializations). What 2D20 really does a great job of is getting the PCs to work as a team and to push their luck. People beef about the Momentum/Threat metacurrency but I've also found that given some experience with the system and nice description by the players and GM, it slides into the background pretty fast. In STA, characters can have the exact same attributes and disciplines and end up feeling very different due to their talents and focuses, so PCs really do get differentiated. You can build a character that rocks a certain task or one that is great at helping others do what they need. I'm currently playing the Captain in our game; this feels very different than being in other roles. I don't do too much primary actions myself but I'm constantly helping others get the most out of their characters.

One really big tip for making a 2D20 game fun is to think of the action loop as involving characters who are active against the problem at hand (combat, out of combat). The rest are there supporting by getting rid of negative traits (disadvantages), helping, creating positive traits (advantages), or generating Momentum. Definitely don't just roll 2D20 and hope to succeed... you should always be stacking the deck in your favor.

Is it the be-all? No, of course not. It's really good at pulpy kinds of games like Achtung! Chthulhu or STA. It does a great job of emulating the vibe of a TV show or a lower powered action movie, and it does a great job of encouraging the "ensemble cast" feeling that TTRPGs need. I'd not want to play it all the time but I could see it work for a pulp type property such as Wolfenstein.
 
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I'll be contrary to the bad press. I love the 2D20 system, though I won't call myself a fanboy.

Not all variants have been great. Some are too crunchy for their own good (Conan was like that and I didn't much care for Fallout, either) and there are variants that I've felt are too abstract.
For fair disclosure...
I merely like STA, not love it. I've run campaigns. 3 of them. I would prefer LUG Trek or PD1 slightly to it for TOS/TAS or even Movie era... but it feels slightly better for Discovery and SNW tone, dead heat even for TNG/DS9/Voy era.

I love Dune: Adventures in the Imperium. I playtested the starter set and the house management rules. I think it's far superior for Dune to LUG, tho' LUG's Dune was fun for a one shot or two.

I strongly like Fallout, but it's missing the one key rule from STA, Dune, and others: making a temporary trait .

I've done a little solo for Captain's Log. Meh. Which is better than my normal for solo play. despite the sheet similarities to STA, it's very different resolutions since you don't buy extra dice...

I've read, but not run, Mutant Chronicles 3, Conan, John Carter, and Infinity; I've read the QS for S1999 and Dreams and Machines...

2d20 is as divergent as Cortex Plus is... each is a new game, but with procedural and rolling similarities that make players coming over have an easier time. Unlike Cortex Plus, not all are new designs, but they're definitely tweaked even at the minimum distances, such as MC3 ↔︎ Conan, or STA 1↔︎STA2↔︎Space 1999. (Until I get the S1999 core I can't tell just how much diverges). STA 1↔︎ Captain's Log is actually a big step mechanically. I was shocked by how much so. John Carter is way out of the blue different.
 

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