ZWEIHÄNDER Grim & Perilous RPG - a Warhammer Fantasy Roleplay retroclone


log in or register to remove this ad



You have been very patient with us as we’ve been working on readying our second public beta. Titled “GRIMDARK Edition”, it includes all of the gritty, perilous adventure mechanics you’d come to expect from ZWEIHÄNDER Grim & Perilous RPG!

We’ve prepared the vast majority of what’s been internally playtested into one single document. It includes character creation, combat, wilderness travel and more! While some parts of the playtest are not quite ready for GRIMDARK Edition, this document includes practically everything you need to build characters, equip them, run combat, engage in wilderness exploration, fight perilous foes and more!

http://grimandperilous.com/?p=663
 

Unlike most role-playing games, ZWEIHÄNDER Grim & Perilous RPG doesn’t require you to track “hit points” or wound numeric values. Instead, it uses a narrative mechanic to derive what condition a character is in, and when they sustain long-term Injuries.

Learn more about the world's first Warhammer Fantasy Roleplay retroclone at the following link: http://grimandperilous.com/?p=670
 


I am seeking to get early reviews in for the second beta version of ZWEIHÄNDER Grim & Perilous, my Warhammer Fantasy Roleplay retroclone.


Send in a full-page review of the product by email (250 to 500 words) by January 15th, and I'll send the best reviewers a free physical copy of the book once it's ready. We'll publish the review - good, bad or indifferent - on our home website.


Reviews must be written in English, both clear and concise. While we like praise, we also want to hear constructive criticism. Reviews including overt negativity or language which isn't deemed constructive will not be considered. If you are unsure how to construct a review, please see this site's forum for examples.


Message me here for further details, and thanks in advance!
 
Last edited:

Many role-playing games use alignment to help illustrate character attitudes and temperament. In ZWEIHÄNDER, characters have a similar approach to overall character disposition, which directly impacts their personalities, how Lady Fate shows favor and the lure of power subvertly corrupts them. A Grim & Perilous campaign is not the stories of people who change the world. It is a story of a world that changes the people within it.

A strong arm or a slow wit are not the measures which fully define a ZWEIHÄNDER Character, far from it. Weaknesses and strengths are not expressed by the same categorizations used for beasts of burden or slaves. Nor indeed, are they simply a general predictor of outward behavior, but rather a deep and personal pair of flaws and strengths which define your very existence. In this world, the true monster is not a scaled drake or a pack of faceless bandits for you to conquer and parade through the main thoroughfares, where you are showered with adoration and coin. Rather, it is your fellow man, whose words conceal their intentions until you run afoul of their cruel intentions.

In this stage of creation, you will select one critical value which will largely determine your Character’s personality for both good and ill. These Temperaments are role-playing tools, meant to aid you as you determine the choices and judgements your Character makes. In short, they are your weapons and weaknesses when engaging in tense social situations (such as during Social Intrigue). Put more simply and in broader terms, the first you select will likely be what keeps you alive, more than any well-drawn arrow. The latter is what will likely be your cause of demise. These two Temperaments are defined in the game as your Order and Chaos Temperaments.

Learn more here: http://grimandperilous.com/?p=684
 

Early reviews for ZWEIHÄNDER Grim & Perilous RPG – the world’s first Warhammer Fantasy Roleplay retroclone – are in. Here’s a snippet from Gabriel Lauzon-Payette:

Zweihänder is heavily inspired by Warhammer Fantasy Roleplay’s second edition. Designer Daniel Fox’s game remains true to its dark, bloody roots and the core themes from Games Workshop’s roleplaying system are very present. If you want to play unlikely “heroes” who are down on their luck in an unfair medieval world, look no further. Zweihänder is setting-agnostic, usable for any dark medieval-renaissance universe. The book’s writing may not be top notch and there are lots of repetitions and needless enumerations, but it quickly sets you in the game’s mood: your characters are going to bleed, suffer, go mad or die from gangrene and somehow, you know you’re going to love it.

Zweihänder manages to perfect some of Warhammer’s most clunky systems. Character creation has all the fun randomness you’d expect from a game that prides itself on its unfairness. Races are all balanced, no longer giving stat bonuses. Players also get to choose which skills and upgrades they want to buy for their starting profession, making your character’s “class” customizable from the start. Beginner characters are also a little more competent than in Warhammer, which feels like a welcome change to me…

http://grimandperilous.com/?p=693
 

Send in a full-page review of the product by email (250 to 500 words) by January 15th, and I'll send the best reviewers a free physical copy of the book once it's ready.

Well, I sure missed that deadline. A very generous offer, for a very worthwhile game.

I like the damage track, which removes some of the math involved in dealing damage. And the -potential- injuries rule is great.

Questions:
Why does the damage level increase in increments of 9? It feels much clunkier than just using 10.

I looked at the moderate injury table, and it seems that you don't need the "no injury" entry, since a character at moderate damage already has a 5-in-6 chance of not taking an injury.

Keep it Grim!
 

Remove ads

Top