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

Doesnt have to be. There are all kinds of augmented people in the setting.
That's true. The real trick would be to make stories that feel authentic to the setting but aren't copies of the game.

Sounds like 5E would be the perfect fit for Conan stories; considering how often people complain 5E characters are over powered compared to the monsters!
A while back I did some back of the envelope calculations. 5E actually does a pretty good job if you make the heroes pretty high level, say 10 and keep a lot of the foes lower level except for ones that should be hard. You can replicate the iconic combat of Conan vs. Belit's pirates well if he's 14th level and they're bandits as I recall. There's a few other iconic combats that I'd want to work out, too, such as in Tower of the Elephant, when Conan is young and inexperienced. Make most magic, especially anything permanent, fairly rare and difficult to obtain; arguably PCs shouldn't be full casters but only one third casters, maximum. The main thing would be to have the PCs substantially overmatch most foes so that it has the vibe of hordes of lesser foes getting demolished with only a few really mattering except in massive numbers.

I did the same numbers on Aragorn, Gimli, and Legolas... they come out to be about 12th-14th level in terms of the numbers of orcs they kill in Helm's Deep.
 

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If I were to design a Conan inspired RPG, one fore mechanic I would build in is having early failures build a pool or other "stat" to succeed later. Liek many, many heroes, Conan often ends up getting kicked around early in a story only to be able to succeed against apparently impossible odds in the finale. One way for a game to emulate that is to grant boons or bennies or inspiration or whatever for those losses, which can then be banked for when the sorceror or giant snake or alien demon comes out.
Trinity Continuum has a mechanism like that.
 

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).

My own experience is that their editing and writing consistency is often terrible. I can only say this about Fallout specifically, because it's the only one I've read through multiple releases and cross-referenced them.

Running Fallout the past year has revealed dozens of instances of rule contradictions, incomplete rules, and inconsistencies between books, to the point that I've questioned if they do an editor pass for anything other than misspellings.

These have been frustrating, and led to a number of moments where our games ground to a halt to figure something out that ultimately often just required a GM ruling.

I don't know if this problem is specific to their Fallout line or indicative of a wider Modiphous issue. But I do know it hasn't stopped us from having fun and continuing on, so it is what it is.
 

My own experience is that their editing and writing consistency is often terrible. I can only say this about Fallout specifically, because it's the only one I've read through multiple releases and cross-referenced them.

Running Fallout the past year has revealed dozens of instances of rule contradictions, incomplete rules, and inconsistencies between books, to the point that I've questioned if they do an editor pass for anything other than misspellings.

These have been frustrating, and led to a number of moments where our games ground to a halt to figure something out that ultimately often just required a GM ruling.
Well egregious bugs is very Fallout.... :eek:

I don't know if this problem is specific to their Fallout line or indicative of a wider Modiphous issue. But I do know it hasn't stopped us from having fun and continuing on, so it is what it is.
So my experience with their games is primarily playing STA, though I've run a bit of Achtung! Cthulhu, Conan, and John Carter. STA1E wasn't well-written as a rulebook. It was pretty but things like the black background with white text was rough, for example. But they did provide support such as a budget-friendly collection of the rules that was much more table-ready later on and in the hands of a group and GM that understands it, it does a great job of emulating an ensemble cast TV show. Conan wasn't especially badly written; my objections to it were more on their design choices of making it a very crunchy game with a lot of rules.
 

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