Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
ZWEIHÄNDER Reforged: Talking With Daniel D. Fox (World of Game Design)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Egg Embry" data-source="post: 9268376" data-attributes="member: 6808965"><p>In 2018, <strong><em>ZWEIHÄNDER Grim & Perilous RPG</em></strong> <a href="https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/" target="_blank">won Gold </a><a href="https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/" target="_blank"><strong>Ennie Awards</strong></a><a href="https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/" target="_blank"> for Best Game and Product of the Year</a>. Since then, the TTRPG moved between publishers, appearing in various forms including a <a href="https://amzn.to/42LF1pB" target="_blank"><strong><em>Starter Kit</em></strong></a>. <a href="https://www.enworld.org/threads/interview-with-zweihanders-daniel-d-fox-bounded-accuracy-meets-wfrpg.666135/" target="_blank">Charles Dunwoody interviewed Daniel D. Fox</a>, the creator of <strong><em>ZWEIHÄNDER</em></strong>, in 2021. In 2023, I looked at <a href="https://www.enworld.org/threads/andrews-mcmeel-universal-exits-rpgs.695251/" target="_blank"><strong>Andrew McMeel Universal</strong></a><a href="https://www.enworld.org/threads/andrews-mcmeel-universal-exits-rpgs.695251/" target="_blank"> as it reduced its TTRPG </a><a href="https://www.enworld.org/threads/andrews-mcmeel-universal-exits-rpgs.695251/" target="_blank">presence</a>, including the impact on Daniel D. Fox’s position. Flash forward to 2024, and <a href="https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition" target="_blank"><strong><em>ZWEIHÄNDER Reforged</em></strong></a>, the latest incarnation of the fantasy horror TTRPG, is kickstarting courtesy of Daniel and <strong>World of Game Design</strong>. In this interview, Daniel talks about the latest version of his TTRPG, its connection with earlier iterations, who he’s working with, and provides a short update on another project, Bryan Fuller’s <strong><em>Hannibal RPG</em></strong>.</p><p></p><p style="text-align: center">[ATTACH=full]347638[/ATTACH]</p><p></p><p><strong>EGG EMBRY (EGG): Daniel, it has been an interesting road to get the newest version of your signature game. We’ll get into the game’s history in a bit, but before that can you share what fans can expect from the <a href="https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition" target="_blank"><em>ZWEIHÄNDER Reforged </em></a><a href="https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition" target="_blank">Kickstarter</a>?</strong></p><p><strong>DANIEL D. FOX (DANIEL)</strong>: Thanks again for the opportunity, Egg. With <a href="https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition" target="_blank"><strong><em>ZWEIHÄNDER Reforged</em></strong></a>, we are taking in nearly six years of playtesting and gamer feedback to remaster <strong><em>ZWEIHÄNDER</em></strong> into a tighter package with expanded content. While some of this work is an editorial exercise, most of the writing has been around all-new content, with never-before-seen professions, ancestries, corruption mechanics, a new Scar system as an alternative to death mechanics, and more. Dejan Mandic marks his return as our interior artist and Yorgos Cotronis as our cover art. Eric Alsandor (Spider00x) is our graphic designer. The design team has also been expanded, with Anna Goldberg and Kate Bullock joining me, Adam J. Rose and Nick O’Hare. A number of other awesome writers have joined in from <a href="https://wogd.com/" target="_blank"><strong>World of Game Design</strong></a>, too. We anticipate the book coming in at around 445 pages, focusing on usability at the game table. As a part of our <strong>Kickstarter</strong>, we are also working with adventure writers Stephen Radney-MacFarland (<strong>D&D/Pathfinder</strong>), Kate Bullock (<strong>Magpie Games</strong>), Khaldoun Khelil (<strong>Vampire/World of Darkness</strong>), Elizabeth Chaipraditkul (<strong>Magpie Games</strong>), Richard August (<strong>Steamforged</strong>), and other writers yet to be announced to produce a series of 12 one-shot adventures for <strong><em>ZWEIHÄNDER Reforged</em></strong>.</p><p></p><p><strong>EGG: For those that don’t know, what is the core mechanic for <em>ZWEIHÄNDER Reforged</em>?</strong></p><p><strong>DANIEL</strong>: The game uses a d100 skill-based system, where you only roll dice when the stakes are high. In <strong><em>ZWEIHÄNDER Reforged</em></strong>, you aren’t a hero. You instead build your character using a lifepath. They begin their story in session zero as an everyday, normal person (as normal as can be in a medieval fantasy horror game) who lived their life until facing a brush with death. This near-death experience left them with a Scar, one that may be spiritual, physical, or psychological. At the start of your first adventure, the character you created is called a survivor, and inevitably drawn to other survivors who have also faced an NDE. <strong><em>ZWEIHÄNDER Reforged</em></strong> pitches itself as a mild to medium “crunch” game, landing somewhere between <strong>D&D</strong> and <strong><em>Pathfinder</em></strong>. It revels in having over 100 different classes (what we call professions), with a three-tier leveling system where players unlock multiple classes over the course of their adventures. The fight scene mechanics are fun and tactical (think <strong><em>Final Fantasy Tactics</em></strong> or <strong><em>X-Com</em></strong>) and work with theater of the mind and with minis. Spells are bombastic, where failure to cast properly can quickly change the outcome of a battle. Our unified mechanics works across fight, chase, travel, and intrigue scenes. And when the dice don’t work the way you want them to? You can call upon Fortune to change the outcome, but as with all things in <strong><em>Reforged</em></strong>, it requires sacrifice. This meta-mechanic fuels a Fortune/Misfortune Pool that goes tit for tat between the players and GM.</p><p></p><p><strong>EGG: What is the feel of <em>ZWEIHÄNDER</em>?</strong></p><p><strong>DANIEL</strong>: Themes of survival against the odds and emphasizing ordinary people rather than destined heroes. It explores both human cultures and long-forgotten (but emergent) ancestries, positioning characters as survivors of near-death experiences. Every survivor bears Scars that mark them physically, emotionally, and spiritually, leading to adventures of introspection and epiphany. The game delves into societies dominated by superstition and social stratification. Magic is feared and misunderstood, often leading to accusations of heresy and occultism against those who wield it. Overall, <strong><em>ZWEIHÄNDER Reforged</em></strong> challenges the notion of heroism, presenting a TTRPG where the focus is not on changing the world but on how the world changes the survivors, pushing them to the brink of their morality. It emphasizes low fantasy elements and other dangers like disease, injuries, and the psychological impact of trauma. Compassion and resilience against societal decay become a survivor’s greatest strengths in the game. The narrative underscores the importance of Bonds between survivors, their shared struggles against the encroaching darkness, the personal stories of sacrifice, and the quest for meaning in a world fraught with moral complexities and existential threats. Ultimately, we see <strong><em>ZWEIHÄNDER Reforged</em></strong> as a vehicle for catharsis at the game table.</p><p></p><p style="text-align: center">[ATTACH=full]347642[/ATTACH]</p><p></p><p><strong>EGG: Do you see this as a new edition? A revision? Is it backwards compatible?</strong></p><p><strong>DANIEL</strong>: Indeed, it is backward compatible. One of the initial Post-It Notes I put on my design board was “No Wasted Books.” Everything we created would be built for cross-compatibility while repaving mechanics that needed to be updated. The shift from <strong>AD&D 1e</strong> to <strong>AD&D 2e</strong> is a great example, as is <strong><em>Pathfinder Second Edition</em></strong> to <strong><em>Pathfinder Second Edition Remastered</em></strong>. While <strong><em>Reforged</em></strong> blazes its own trail apart from the original version, we provide conversion notes inside the book and as a downloadable PDF online to help fans transition their <strong><em>ZWEIHÄNDER</em></strong> characters into survivors for <strong><em>Reforged</em></strong>.</p><p></p><p><strong>EGG: <em>ZWEIHÄNDER</em> is an award-winning TTRPG with a solid fanbase. Why create <em>Reforged</em> instead of sticking with the, let’s say, “<em>proven formula</em>”?</strong></p><p><strong>DANIEL</strong>: Six years is a long time to have the same edition of a game. Keep in mind that the book people are using at their tables was initially written back in 2014, underwent layout in 2017, and published in 2018. As the game has grown, we’ve learned from the community about their experiences with <strong><em>ZWEIHÄNDER</em></strong>. We see where the game had mechanical wrinkles that needed to be ironed out. There are some really fun rules in the game that simply didn’t get the airtime they deserved because they’re so deeply buried in prose. There’s also a lot of heavy editorialization we needed to do, from content to sensitivity and highlighting what makes <strong><em>ZWEIHÄNDER</em></strong> so remarkably different from its inspirations. We also know there is fresh content we want to bring to the core experience. So, instead of creating an entirely different supplement, older <strong><em>ZWEIHÄNDER</em></strong> will not be reprinted by <strong>Andrews McMeel</strong>, so we can move forward with <strong><em>Reforged</em></strong>.</p><p></p><p><strong>EGG: Who is working on <em>ZWEIHÄNDER</em> <em>Reforged</em>?</strong></p><p><strong>DANIEL</strong>: As someone who solely developed over 95% of the original manuscript, I felt the game needed fresh perspectives to make <strong><em>Reforged</em></strong> better than its predecessor. One of our goals is to push for a better reading and gameplay experience around the table and that can only be achieved by a team of veteran and new writers, ones who bring different gaming and life experiences to the proverbial table.</p><p><strong>NOTE: Daniel provided an extensive list of creators, but I'm going to call out the Designers - Daniel D. Fox (Lead), Adam J. Rose, Anna Goldberg, Kate Bullock, and Nick O’Hare - as well as the artists - Dejan Mandic (interiors), Eric Alsandor (layouts), and Yorgos Cotronis (cover artist). </strong></p><p></p><p style="text-align: center">[ATTACH=full]347641[/ATTACH]</p><p></p><p><strong>EGG: <em>ZWEIHÄNDER </em>has been compared to other games including <em>Warhammer Fantasy RPG</em>. Since <em>Dungeons & Dragons</em> pulled from <em>Chainmail</em> and other wargames to create this entire gaming category, TTRPGs have a rich tradition of enhancing concepts from earlier products which results in new games. When you reread the first draft of <em>ZWEIHÄNDER</em>, what game(s) most influenced it? While working on <em>Reforged</em>, do you still feel their influence?</strong></p><p><strong>DANIEL</strong>: Without a doubt, <strong><em>Warhammer Fantasy Roleplay</em></strong> was influential in the mechanics development of <strong><em>ZWEIHÄNDER</em></strong>. You can see it in its class-based system. But <strong><em>ZWEIHÄNDER</em></strong> shrugs off its dark “heroic fantasy” inspirations. <strong><em>ZWEIHÄNDER</em></strong> implies that it’s not a zero-to-hero game, but instead, it’s zero to one. This is where we drift from our game being a simple retroclone to becoming its own thing. For <strong><em>Reforged</em></strong>, we wrote up our own <strong>Appendix N</strong>: a series of lenses that all narrative and mechanics must pass muster for.</p><p><strong>NOTE: Daniel shared a long list of inspirations of which I'm going to highlight a few examples like Kentaro Miura’s <em>Berserk </em>inspiring the dark fantasy elements, the Thirty Years' War offering historic accounts, and <em>Warhammer Fantasy Roleplay</em> influencing the profession-based system. </strong></p><p></p><p style="text-align: center">[ATTACH=full]347640[/ATTACH]</p><p></p><p><strong>EGG: To that end, <em>ZWEIHÄNDER</em> inspired other games. You’re offering an updated gaming open gaming license so third parties can create <em>ZWEIHÄNDER</em> content, correct?</strong></p><p><strong>DANIEL</strong>: While <strong>Grim & Perilous Studios</strong> has maintained a community-based content library at <a href="https://preview.drivethrurpg.com/en/publisher/4641/grim-perilous-studios/category/30727/community-content?affiliate_id=814082" target="_blank"><strong>DriveThruRPG</strong></a> for three years, we are opening up the licensing. In the wake of the OGL, this is the best approach for everyone. Akin to how <strong><em>MÖRK BORG</em></strong> and <strong><em>Dragonbane</em></strong> have done with their licensing, our <a href="https://www.wogd.com/zweihander/blog/20" target="_blank">third-party license</a> is open and free. It takes zero dollars out of creators’ pockets, makes no claim to their creations, and allows them to monetize and distribute beyond <strong>DriveThruRPG</strong>.</p><p></p><p><strong>EGG: <em>ZWEIHÄNDER</em> started life at your Grim & Perilous Studios before moving with you when you started working for Andrews McMeel Publishing. Who has the rights to publish the property now?</strong></p><p><strong>DANIEL</strong>: While I was working at <strong>Andrews McMeel Publishing (AMP)</strong>, I brought the game to them as an author, as they had the right to publish and license with my approval for other games (like <strong><em>Flames of Freedom, Fever Knights RPG,</em></strong> and the phenomenal <strong><em>Blackbirds The Extinguishing</em></strong>). When I left <strong>AMP</strong>, I took the rights with me. Given that <strong><em>ZWEIHÄNDER’s</em></strong> fandom is enthusiastic about the game, I knew I could not support the community alone. It had grown too big for one person to manage. Around that time, I met Zac Goins and Jared Nielsen. We had a long courtship as we got to know each other. We played some games, went to a few conventions, and got to know one another. We sealed the deal last year as I sold the rights to <strong>World of Game Design</strong>, and I now sit on the board of directors.</p><p></p><p><strong>EGG: Congratulations on being able to exercise your rights. That’s great news. Why was World of Game Design a good fit for the latest version of <em>ZWEIHÄNDER</em>?</strong></p><p><strong>DANIEL</strong>: <strong>World of Game Design</strong> works with creators from independent to mass, from <strong>Stockholm Kartell</strong> to <strong>Tuesday Knight Games</strong>, and <strong>Marvel</strong> to <strong>Modiphius</strong>. They operate in print, distribution, <strong>Kickstarter</strong> consultation, and conventioneering. <a href="https://www.zweihanderreforged.com/" target="_blank"><strong><em>ZWEIHÄNDER</em></strong></a><a href="https://www.zweihanderreforged.com/" target="_blank"> has found a home</a>, and <strong>World of Game Design</strong> has bold plans for the IP. But most of all, they are passionate creators, love games, and deeply care about their people and partners. What else could a creator ask for?</p><p></p><p><strong>EGG: Circling back to Grim & Perilous Studios, they're going through a transformation as reported in <strong>Geek Native's </strong>"</strong><a href="https://www.geeknative.com/164862/grim-perilous-studios-winds-down-and-is-replaced-by-cannon-otter-studio/" target="_blank"><strong>Grim & Perilous Studios winds down and is replaced by Cannon Otter Studio</strong></a><strong>". How will that impact <strong><em>ZWEIHANDER's</em></strong> community content? </strong></p><p><strong>DANIEL</strong>: We have heard numerous times from our fans that the <strong>Grim & Perilous Library</strong> needs to be more closely aligned with <strong><em>ZWEIHANDER's</em></strong> core game so that creators can get the halo effect of the broader <em><strong>ZWEIHANDER</strong></em> audience. At <strong>Andrews McMeel Publishing</strong>, there just wasn't that opportunity due to the way the publisher structured the deal. This is why <strong>Grim & Perilous Studios</strong> became a separate entity owned by Adam Rose during <strong><em>ZWEIHANDER's</em></strong> publishing run with <strong>AMP</strong>. Once I sold the rights to <em><strong>ZWEIHANDER</strong></em> to <strong>World of Game Design</strong>, Adam and I had a discussion about how to best service fans and third-party creators with this new deal. We then made a strategic decision to bring the <strong>Grim & Perilous Library</strong> under the umbrella of the <strong>World of Game Design</strong>.</p><p>As a part of this migration, <strong>World of Game Design</strong> has opened the door for creators to fundraise and distribute their <strong><em>ZWEIHANDER</em></strong> products anywhere with a <a href="https://www.wogd.com/zweihander/blog/20" target="_blank">free third-party license program</a>. Despite this pivot, Adam and Nick helped design <strong><em>ZWEIHANDER Reforged</em></strong>. Dejan Mandic has joined <strong>World of Game Design</strong> as a full-time illustrator. But best of all? I have the privilege of gaming with Adam and Nick in our weekly <strong><em>ZWEIHANDER</em></strong> game in Kansas City. We've known each other for over 15 years, they are both dear friends, and I am excited about their future with the new studio. In fact, they just released their first <strong>Kickstarter</strong>, called <a href="https://www.kickstarter.com/projects/cannonotterstudio/teenage-oddyssey" target="_blank"><strong><em>Teenage Oddessey</em></strong></a>, using the <strong><em>Mark of the Odd</em></strong> engine.</p><p></p><p><strong>EGG: I'm glad to hear it works out for the fans and the creators. That's great news for Dejan Mandic! </strong></p><p><strong>Beyond this project, what else are you working on?</strong></p><p><strong>DANIEL</strong>: Adam Rose and I are working hard on <strong><em>Gangs of Kahabro</em></strong>, a campaign setting I created during my <strong>AD&D</strong> days but have been playing for the last seven years using <strong><em>ZWEIHÄNDER</em></strong>. It’s a medieval urban gang warfare setting in the same vein as the film <strong><em>The Warriors</em></strong>, and we are finally bringing it to publication for <strong><em>Reforged</em></strong> in 2025. Zac Goins is also heading development on <strong><em>Dark Astral</em></strong>, a far-flung strange future analogous to the <strong>Old Testament</strong>. I just wrapped up editorial work on Bryan Fuller’s <strong><em>Hannibal RPG</em></strong>, designed by Zac Goins, Zack Goings (ShadowZack), Andrew Hindenberg, Andrew Bishkinskyi, and John Baltisberger. <strong>World of Game Design</strong> is publishing <strong><em>Hannibal RPG</em></strong> later this year. It’s dripping with investigative gore, inner darkness, and a 12-course game that’ll please every Fannibal’s palate.</p><p></p><p><strong>EGG: Thanks for talking with me. Where can fans learn more about this project?</strong></p><p><strong>DANIEL</strong>: While <a href="https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition" target="_blank"><strong><em>ZWEIHÄNDER Reforged</em></strong></a> is currently in prelaunch on Kickstarter, we encourage anyone curious about the game to head to our <a href="https://discord.gg/Zweihander" target="_blank"><strong>Discord</strong></a>. Our entire team is there and actively sharing out art and mechanics of Reforged ahead of release.</p><p></p><p style="text-align: center">[ATTACH=full]347639[/ATTACH]</p><p></p><p><a href="https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition" target="_blank"><strong>ZWEIHÄNDER RPG Reforged Edition</strong></a><strong> from ZWEIHÄNDER RPG</strong></p><ul> <li data-xf-list-type="ul">“The next evolution of the <strong>ENNIE</strong> award-winning dark fantasy tabletop RPG is here!”</li> </ul><p><em>Egg Embry participates in the OneBookShelf Affiliate Program, Noble Knight Games’ Affiliate Program, and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG, Noble Knight Games, and Amazon.</em></p></blockquote><p></p>
[QUOTE="Egg Embry, post: 9268376, member: 6808965"] In 2018, [B][I]ZWEIHÄNDER Grim & Perilous RPG[/I][/B] [URL='https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/']won Gold [/URL][URL='https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/'][B]Ennie Awards[/B][/URL][URL='https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/'] for Best Game and Product of the Year[/URL]. Since then, the TTRPG moved between publishers, appearing in various forms including a [URL='https://amzn.to/42LF1pB'][B][I]Starter Kit[/I][/B][/URL]. [URL='https://www.enworld.org/threads/interview-with-zweihanders-daniel-d-fox-bounded-accuracy-meets-wfrpg.666135/']Charles Dunwoody interviewed Daniel D. Fox[/URL], the creator of [B][I]ZWEIHÄNDER[/I][/B], in 2021. In 2023, I looked at [URL='https://www.enworld.org/threads/andrews-mcmeel-universal-exits-rpgs.695251/'][B]Andrew McMeel Universal[/B][/URL][URL='https://www.enworld.org/threads/andrews-mcmeel-universal-exits-rpgs.695251/'] as it reduced its TTRPG [/URL][URL='https://www.enworld.org/threads/andrews-mcmeel-universal-exits-rpgs.695251/']presence[/URL], including the impact on Daniel D. Fox’s position. Flash forward to 2024, and [URL='https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition'][B][I]ZWEIHÄNDER Reforged[/I][/B][/URL], the latest incarnation of the fantasy horror TTRPG, is kickstarting courtesy of Daniel and [B]World of Game Design[/B]. In this interview, Daniel talks about the latest version of his TTRPG, its connection with earlier iterations, who he’s working with, and provides a short update on another project, Bryan Fuller’s [B][I]Hannibal RPG[/I][/B]. [CENTER][ATTACH type="full" alt="419735867_883774347084544_844376763268279412_n.jpg"]347638[/ATTACH][/CENTER] [B]EGG EMBRY (EGG): Daniel, it has been an interesting road to get the newest version of your signature game. We’ll get into the game’s history in a bit, but before that can you share what fans can expect from the [URL='https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition'][I]ZWEIHÄNDER Reforged [/I][/URL][URL='https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition']Kickstarter[/URL]? DANIEL D. FOX (DANIEL)[/B]: Thanks again for the opportunity, Egg. With [URL='https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition'][B][I]ZWEIHÄNDER Reforged[/I][/B][/URL], we are taking in nearly six years of playtesting and gamer feedback to remaster [B][I]ZWEIHÄNDER[/I][/B] into a tighter package with expanded content. While some of this work is an editorial exercise, most of the writing has been around all-new content, with never-before-seen professions, ancestries, corruption mechanics, a new Scar system as an alternative to death mechanics, and more. Dejan Mandic marks his return as our interior artist and Yorgos Cotronis as our cover art. Eric Alsandor (Spider00x) is our graphic designer. The design team has also been expanded, with Anna Goldberg and Kate Bullock joining me, Adam J. Rose and Nick O’Hare. A number of other awesome writers have joined in from [URL='https://wogd.com/'][B]World of Game Design[/B][/URL], too. We anticipate the book coming in at around 445 pages, focusing on usability at the game table. As a part of our [B]Kickstarter[/B], we are also working with adventure writers Stephen Radney-MacFarland ([B]D&D/Pathfinder[/B]), Kate Bullock ([B]Magpie Games[/B]), Khaldoun Khelil ([B]Vampire/World of Darkness[/B]), Elizabeth Chaipraditkul ([B]Magpie Games[/B]), Richard August ([B]Steamforged[/B]), and other writers yet to be announced to produce a series of 12 one-shot adventures for [B][I]ZWEIHÄNDER Reforged[/I][/B]. [B]EGG: For those that don’t know, what is the core mechanic for [I]ZWEIHÄNDER Reforged[/I]? DANIEL[/B]: The game uses a d100 skill-based system, where you only roll dice when the stakes are high. In [B][I]ZWEIHÄNDER Reforged[/I][/B], you aren’t a hero. You instead build your character using a lifepath. They begin their story in session zero as an everyday, normal person (as normal as can be in a medieval fantasy horror game) who lived their life until facing a brush with death. This near-death experience left them with a Scar, one that may be spiritual, physical, or psychological. At the start of your first adventure, the character you created is called a survivor, and inevitably drawn to other survivors who have also faced an NDE. [B][I]ZWEIHÄNDER Reforged[/I][/B] pitches itself as a mild to medium “crunch” game, landing somewhere between [B]D&D[/B] and [B][I]Pathfinder[/I][/B]. It revels in having over 100 different classes (what we call professions), with a three-tier leveling system where players unlock multiple classes over the course of their adventures. The fight scene mechanics are fun and tactical (think [B][I]Final Fantasy Tactics[/I][/B] or [B][I]X-Com[/I][/B]) and work with theater of the mind and with minis. Spells are bombastic, where failure to cast properly can quickly change the outcome of a battle. Our unified mechanics works across fight, chase, travel, and intrigue scenes. And when the dice don’t work the way you want them to? You can call upon Fortune to change the outcome, but as with all things in [B][I]Reforged[/I][/B], it requires sacrifice. This meta-mechanic fuels a Fortune/Misfortune Pool that goes tit for tat between the players and GM. [B]EGG: What is the feel of [I]ZWEIHÄNDER[/I]? DANIEL[/B]: Themes of survival against the odds and emphasizing ordinary people rather than destined heroes. It explores both human cultures and long-forgotten (but emergent) ancestries, positioning characters as survivors of near-death experiences. Every survivor bears Scars that mark them physically, emotionally, and spiritually, leading to adventures of introspection and epiphany. The game delves into societies dominated by superstition and social stratification. Magic is feared and misunderstood, often leading to accusations of heresy and occultism against those who wield it. Overall, [B][I]ZWEIHÄNDER Reforged[/I][/B] challenges the notion of heroism, presenting a TTRPG where the focus is not on changing the world but on how the world changes the survivors, pushing them to the brink of their morality. It emphasizes low fantasy elements and other dangers like disease, injuries, and the psychological impact of trauma. Compassion and resilience against societal decay become a survivor’s greatest strengths in the game. The narrative underscores the importance of Bonds between survivors, their shared struggles against the encroaching darkness, the personal stories of sacrifice, and the quest for meaning in a world fraught with moral complexities and existential threats. Ultimately, we see [B][I]ZWEIHÄNDER Reforged[/I][/B] as a vehicle for catharsis at the game table. [CENTER][ATTACH type="full" alt="Chapter 1 Introduction.jpg"]347642[/ATTACH][/CENTER] [B]EGG: Do you see this as a new edition? A revision? Is it backwards compatible? DANIEL[/B]: Indeed, it is backward compatible. One of the initial Post-It Notes I put on my design board was “No Wasted Books.” Everything we created would be built for cross-compatibility while repaving mechanics that needed to be updated. The shift from [B]AD&D 1e[/B] to [B]AD&D 2e[/B] is a great example, as is [B][I]Pathfinder Second Edition[/I][/B] to [B][I]Pathfinder Second Edition Remastered[/I][/B]. While [B][I]Reforged[/I][/B] blazes its own trail apart from the original version, we provide conversion notes inside the book and as a downloadable PDF online to help fans transition their [B][I]ZWEIHÄNDER[/I][/B] characters into survivors for [B][I]Reforged[/I][/B]. [B]EGG: [I]ZWEIHÄNDER[/I] is an award-winning TTRPG with a solid fanbase. Why create [I]Reforged[/I] instead of sticking with the, let’s say, “[I]proven formula[/I]”? DANIEL[/B]: Six years is a long time to have the same edition of a game. Keep in mind that the book people are using at their tables was initially written back in 2014, underwent layout in 2017, and published in 2018. As the game has grown, we’ve learned from the community about their experiences with [B][I]ZWEIHÄNDER[/I][/B]. We see where the game had mechanical wrinkles that needed to be ironed out. There are some really fun rules in the game that simply didn’t get the airtime they deserved because they’re so deeply buried in prose. There’s also a lot of heavy editorialization we needed to do, from content to sensitivity and highlighting what makes [B][I]ZWEIHÄNDER[/I][/B] so remarkably different from its inspirations. We also know there is fresh content we want to bring to the core experience. So, instead of creating an entirely different supplement, older [B][I]ZWEIHÄNDER[/I][/B] will not be reprinted by [B]Andrews McMeel[/B], so we can move forward with [B][I]Reforged[/I][/B]. [B]EGG: Who is working on [I]ZWEIHÄNDER[/I] [I]Reforged[/I]? DANIEL[/B]: As someone who solely developed over 95% of the original manuscript, I felt the game needed fresh perspectives to make [B][I]Reforged[/I][/B] better than its predecessor. One of our goals is to push for a better reading and gameplay experience around the table and that can only be achieved by a team of veteran and new writers, ones who bring different gaming and life experiences to the proverbial table. [B]NOTE: Daniel provided an extensive list of creators, but I'm going to call out the Designers - Daniel D. Fox (Lead), Adam J. Rose, Anna Goldberg, Kate Bullock, and Nick O’Hare - as well as the artists - Dejan Mandic (interiors), Eric Alsandor (layouts), and Yorgos Cotronis (cover artist). [/B] [CENTER][ATTACH type="full" alt="Chapter 3 Character Creation.jpg"]347641[/ATTACH][/CENTER] [B]EGG: [I]ZWEIHÄNDER [/I]has been compared to other games including [I]Warhammer Fantasy RPG[/I]. Since [I]Dungeons & Dragons[/I] pulled from [I]Chainmail[/I] and other wargames to create this entire gaming category, TTRPGs have a rich tradition of enhancing concepts from earlier products which results in new games. When you reread the first draft of [I]ZWEIHÄNDER[/I], what game(s) most influenced it? While working on [I]Reforged[/I], do you still feel their influence? DANIEL[/B]: Without a doubt, [B][I]Warhammer Fantasy Roleplay[/I][/B] was influential in the mechanics development of [B][I]ZWEIHÄNDER[/I][/B]. You can see it in its class-based system. But [B][I]ZWEIHÄNDER[/I][/B] shrugs off its dark “heroic fantasy” inspirations. [B][I]ZWEIHÄNDER[/I][/B] implies that it’s not a zero-to-hero game, but instead, it’s zero to one. This is where we drift from our game being a simple retroclone to becoming its own thing. For [B][I]Reforged[/I][/B], we wrote up our own [B]Appendix N[/B]: a series of lenses that all narrative and mechanics must pass muster for. [B]NOTE: Daniel shared a long list of inspirations of which I'm going to highlight a few examples like Kentaro Miura’s [I]Berserk [/I]inspiring the dark fantasy elements, the Thirty Years' War offering historic accounts, and [I]Warhammer Fantasy Roleplay[/I] influencing the profession-based system. [/B] [CENTER][ATTACH type="full" alt="Chapter 6 Talents.jpg"]347640[/ATTACH][/CENTER] [B]EGG: To that end, [I]ZWEIHÄNDER[/I] inspired other games. You’re offering an updated gaming open gaming license so third parties can create [I]ZWEIHÄNDER[/I] content, correct? DANIEL[/B]: While [B]Grim & Perilous Studios[/B] has maintained a community-based content library at [URL='https://preview.drivethrurpg.com/en/publisher/4641/grim-perilous-studios/category/30727/community-content?affiliate_id=814082'][B]DriveThruRPG[/B][/URL] for three years, we are opening up the licensing. In the wake of the OGL, this is the best approach for everyone. Akin to how [B][I]MÖRK BORG[/I][/B] and [B][I]Dragonbane[/I][/B] have done with their licensing, our [URL='https://www.wogd.com/zweihander/blog/20']third-party license[/URL] is open and free. It takes zero dollars out of creators’ pockets, makes no claim to their creations, and allows them to monetize and distribute beyond [B]DriveThruRPG[/B]. [B]EGG: [I]ZWEIHÄNDER[/I] started life at your Grim & Perilous Studios before moving with you when you started working for Andrews McMeel Publishing. Who has the rights to publish the property now? DANIEL[/B]: While I was working at [B]Andrews McMeel Publishing (AMP)[/B], I brought the game to them as an author, as they had the right to publish and license with my approval for other games (like [B][I]Flames of Freedom, Fever Knights RPG,[/I][/B] and the phenomenal [B][I]Blackbirds The Extinguishing[/I][/B]). When I left [B]AMP[/B], I took the rights with me. Given that [B][I]ZWEIHÄNDER’s[/I][/B] fandom is enthusiastic about the game, I knew I could not support the community alone. It had grown too big for one person to manage. Around that time, I met Zac Goins and Jared Nielsen. We had a long courtship as we got to know each other. We played some games, went to a few conventions, and got to know one another. We sealed the deal last year as I sold the rights to [B]World of Game Design[/B], and I now sit on the board of directors. [B]EGG: Congratulations on being able to exercise your rights. That’s great news. Why was World of Game Design a good fit for the latest version of [I]ZWEIHÄNDER[/I]? DANIEL[/B]: [B]World of Game Design[/B] works with creators from independent to mass, from [B]Stockholm Kartell[/B] to [B]Tuesday Knight Games[/B], and [B]Marvel[/B] to [B]Modiphius[/B]. They operate in print, distribution, [B]Kickstarter[/B] consultation, and conventioneering. [URL='https://www.zweihanderreforged.com/'][B][I]ZWEIHÄNDER[/I][/B][/URL][URL='https://www.zweihanderreforged.com/'] has found a home[/URL], and [B]World of Game Design[/B] has bold plans for the IP. But most of all, they are passionate creators, love games, and deeply care about their people and partners. What else could a creator ask for? [B]EGG: Circling back to Grim & Perilous Studios, they're going through a transformation as reported in [B]Geek Native's [/B]"[/B][URL='https://www.geeknative.com/164862/grim-perilous-studios-winds-down-and-is-replaced-by-cannon-otter-studio/'][B]Grim & Perilous Studios winds down and is replaced by Cannon Otter Studio[/B][/URL][B]". How will that impact [B][I]ZWEIHANDER's[/I][/B] community content? DANIEL[/B]: We have heard numerous times from our fans that the [B]Grim & Perilous Library[/B] needs to be more closely aligned with [B][I]ZWEIHANDER's[/I][/B] core game so that creators can get the halo effect of the broader [I][B]ZWEIHANDER[/B][/I] audience. At [B]Andrews McMeel Publishing[/B], there just wasn't that opportunity due to the way the publisher structured the deal. This is why [B]Grim & Perilous Studios[/B] became a separate entity owned by Adam Rose during [B][I]ZWEIHANDER's[/I][/B] publishing run with [B]AMP[/B]. Once I sold the rights to [I][B]ZWEIHANDER[/B][/I] to [B]World of Game Design[/B], Adam and I had a discussion about how to best service fans and third-party creators with this new deal. We then made a strategic decision to bring the [B]Grim & Perilous Library[/B] under the umbrella of the [B]World of Game Design[/B]. As a part of this migration, [B]World of Game Design[/B] has opened the door for creators to fundraise and distribute their [B][I]ZWEIHANDER[/I][/B] products anywhere with a [URL='https://www.wogd.com/zweihander/blog/20']free third-party license program[/URL]. Despite this pivot, Adam and Nick helped design [B][I]ZWEIHANDER Reforged[/I][/B]. Dejan Mandic has joined [B]World of Game Design[/B] as a full-time illustrator. But best of all? I have the privilege of gaming with Adam and Nick in our weekly [B][I]ZWEIHANDER[/I][/B] game in Kansas City. We've known each other for over 15 years, they are both dear friends, and I am excited about their future with the new studio. In fact, they just released their first [B]Kickstarter[/B], called [URL='https://www.kickstarter.com/projects/cannonotterstudio/teenage-oddyssey'][B][I]Teenage Oddessey[/I][/B][/URL], using the [B][I]Mark of the Odd[/I][/B] engine. [B]EGG: I'm glad to hear it works out for the fans and the creators. That's great news for Dejan Mandic! Beyond this project, what else are you working on? DANIEL[/B]: Adam Rose and I are working hard on [B][I]Gangs of Kahabro[/I][/B], a campaign setting I created during my [B]AD&D[/B] days but have been playing for the last seven years using [B][I]ZWEIHÄNDER[/I][/B]. It’s a medieval urban gang warfare setting in the same vein as the film [B][I]The Warriors[/I][/B], and we are finally bringing it to publication for [B][I]Reforged[/I][/B] in 2025. Zac Goins is also heading development on [B][I]Dark Astral[/I][/B], a far-flung strange future analogous to the [B]Old Testament[/B]. I just wrapped up editorial work on Bryan Fuller’s [B][I]Hannibal RPG[/I][/B], designed by Zac Goins, Zack Goings (ShadowZack), Andrew Hindenberg, Andrew Bishkinskyi, and John Baltisberger. [B]World of Game Design[/B] is publishing [B][I]Hannibal RPG[/I][/B] later this year. It’s dripping with investigative gore, inner darkness, and a 12-course game that’ll please every Fannibal’s palate. [B]EGG: Thanks for talking with me. Where can fans learn more about this project? DANIEL[/B]: While [URL='https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition'][B][I]ZWEIHÄNDER Reforged[/I][/B][/URL] is currently in prelaunch on Kickstarter, we encourage anyone curious about the game to head to our [URL='https://discord.gg/Zweihander'][B]Discord[/B][/URL]. Our entire team is there and actively sharing out art and mechanics of Reforged ahead of release. [CENTER][ATTACH type="full" alt="426723954_899937805468198_614607142509992839_n.jpg"]347639[/ATTACH][/CENTER] [URL='https://www.kickstarter.com/projects/zweihander/zweihander-reforged-edition'][B]ZWEIHÄNDER RPG Reforged Edition[/B][/URL][B] from ZWEIHÄNDER RPG[/B] [LIST] [*]“The next evolution of the [B]ENNIE[/B] award-winning dark fantasy tabletop RPG is here!” [/LIST] [I]Egg Embry participates in the OneBookShelf Affiliate Program, Noble Knight Games’ Affiliate Program, and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG, Noble Knight Games, and Amazon.[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
ZWEIHÄNDER Reforged: Talking With Daniel D. Fox (World of Game Design)
Top