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

The solution is simple. Either find players who’re okay with this as a possibility or stop forcing those kinds of story beats on players who aren’t interested.
I wasn't actually trying to do that. I was just agreeing that many players have an "with my shield or on it" mentality. Stories that assume that PCs will surrender are usually a fool's errand unless you're able to find the unicorn players who will do something like surrender or you're able to set things up just so. It's one of those tropes that works in novels, TV, or cinema, but is either scripted or a struggle in an RPG or video game.

But I really want to highlight that this is nothing new. I remember hearing the recording of an interview with some of the designers of AD&D2E and they indicated that things like that were an issue.
 

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...One of the biggest problems I have with it is the abstract nature of combat. Distance is divided into abstract zones like close medium, and long. What's long range? Oh, if you're fighting within the confines of a mansion then maybe long range is two rooms over. In an outdoor area long might be 100 meters away. The abstract nature of range, even when playing on a map, can make combat a little dull...
Personally, I've never had problems adapting zone systems to more granular maps with specific distances - whether those be in feet, yards or meters. For 13th Age, I gave specific min-max distances to its Nearby and Far Away zones. And for my players that were coming off of D&D 4e, I created an additional Very Far Away zone - they enjoyed the gameplay during combat encounters. I've done the same for FATE, STA and I've noted that WH40k Imperium Maledictum provides examples under its GM Toolkit chapter to do the same. If I'm using zones I don't transition to more abstact zones outdoors, but instead work with min-max radiuses that seem appropriate for the location.

For me, the real selling point for zones is that as GM they provide a nice mid point to transition encounters from TOTM -to- minis on a map. Making it to easy for me to run in either of the 3 modes. Zones are now my preferred baseline when homebrewing action/combat encounters.

As much as I like some of the 2d20 systems I own, I would have preferred a Wolfenstein adapation be done for Savage Worlds Weird Wars. Mostly because I've found the SW CRB and the Weird Wars II companion to be excellent for handling the gritty and weird nature of such adventuring. I've run Weird Wars II campaigns similarly themed to Wolfenstein and had very good results. As well, with SW I have the Horror Companions and Fantasy Companion to enhance/expand it.

As well, the players I have that would enjoy this type of theme, enjoy playing PCs from a variety of nations - a big selling point for SW WW II. So this 2d20 Wolfenstein would need to take it's lead more from Wolfenstein the New Collossus than Wolfenstein the New Order, for me to get them interested. I've liked the attention to detail and lore Modiphius has put into most of their TTRPGs I own. So I could see myself buying some of the companion PDFs for this, to possibly provide some background & lore for Weird War II adventures and campaigns.
 
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I'm actually having a hard time seeing it. Maybe for gonzo one-shots? But not for campaign play and character development.

EDIT: Ok, and I'm a bit cynical about Modiphius' reflexic habit of recycling their one system to turn popular IPs into RPGs.
IMO that's not a legit criticism, as Modiphius has made the effort to publish a freely available 2d20 System Reference Document PDF. That at least provides GMs with the tools to homebrew, or convert other content for any of the 3rd party IPs they've adapted to 2d20. Were that not to exist...yeah, they'd be more open for criticsm as a Publisher firing a multi-barreled shotgun loaded with a CRB shell along with setting and adventure shells. SInce the SRD contains most of the subsystems, it's global coverage of their RPGs and could be an aid to any GM that wants to milk & borrow from one 2d20 RPG to the other.

I see the SRD as a good tool for helping their new Wolfenstein and any of their adaptations, be more suitable for lengthy adventures and campaigns. I'd be more than willing to pay for a 2d20 CRB that was better layed out and more visually pleasing than the SRD. That said, I'm more frustrated that Modiphius hasn't released genre companions, considering they've adapted Fantasy, Horror and SciFi IPs to 2d20. I feal such companions are clear windows into what the publisher sees as what's important for those genres, as much as a handy set of tools - really appreciated Pinnacle for doing that for SWADE.
 
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