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ZWEIHANDER RPG: Revised Core Rulebook

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My design intention: the argument whether Zweihander RPG is OSR isn’t ours to make, but our fans believe it’s an OSR game. The OSR was one of the design principles when it was written, influenced by Maelstrom and other older games that hadn’t been revived at the time.Thus, why we categorize it as OSR. TVTropes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Mana: For Archmages or Elementalists, high Corruption respectively restricts spellcasting or prohibits it altogether, causing their Karma Meter to double as a Mana Meter. Zweihander does not have fast-paced combat. It’s gritty. It’s cool. But it’s complex, extremely dangerous for your character’s lifespan, and doesn’t move fast at all. When it comes down to it, I think it’s the snail’s pace of the “immersive hard-core combat” that really makes the game boring for me.

Zweihander - is it good? | Tabletop Roleplaying Open Zweihander - is it good? | Tabletop Roleplaying Open

Zweihänder Grim & Perilous RPG, Gamemaster Screen by Daniel Fox, Andrews McMeel Publishing 2017. ISBN 978-0-9983523-1-2 Critical Failure: A critical failure during spell casting may summon Daemons of Chaos, render you impotent, render you and your party and your distant relatives impotent, or merely give you an insanity point. Guns tend to simply blow up. In general, rolling a natural 100 or a high multiple of 11 on any skill test will result in a critical failure as well. (A natural 01 or a low multiple of 11 will instead result in a critical success.) I am just going to refer to Zweihänder as Z from now on as I am going to use the games name so often that typing that umlaut on the a is just a pain in the arse. Always Chaotic Evil: Almost all the mutant races, the Chosen of Chaos and every single thing that is Abyssal. For them, slaughter and rapine are virtues.

Our intention for Grim & Perilous Library is as a commercial effort to enable creators to make “official” fan content, and to make money doing it. This means they get to take advantage of our publisher marketing efforts and audience built into DTRPG. They can use our art, our templates, our game rules and our game design know-how. They can hitch their wagon to our train, and we can all blaze the trail together. The other advantage is that it allows us to identify future freelancers for paid positions: folks who understand the rules, are passionate about the IP and understand how to write using a shared design language.

ZWEIHÄNDER RPG - Andrews McMeel Publishing

For me, for writing community content, I do like a setting that’s definitely attached to the game. That’s because I am more likely to create a supplement about the setting than about the game. It’s just what I prefer to do (my first community content is 100 Rumours to Hear on Urth). However, if I was writing for the Miskatonic Repository I’d create Mythos tomes – because for one thing I already have. Once I have actually got around to reading Zweihänder I’ll have a better idea as to what inspires me. The Greatest Story Never Told: The city's rat catchers are the first line of defense against evil ratmen, the Skave...err Skrzzak, who are plotting to conquer the world. They brave the medieval sewers, full of diseases and instant death, armed with little more than clubs and a small (but vicious) dog, all for below minimum wage. They've learnt long ago to not mention it to the people on the surface, on fear of ridicule. Most thankless job ever.Main Gauche, Grim & Perilous Supplement by Daniel Fox, Andrews McMeel Publishing 2019. ISBN 9781524851675 To be very forthright with you though if you’ve never before heard of or played Zweihander, in my experience, most people would never play more than 1-2 sessions of this RPG before calling it quits. The creatures are basically creatures straight out of Warhammer with the serial numbers filed off. The skrrzak are the Skaven. The Aztlan are the Lizardmen. The Chosen of Chaos are Chaos Warriors. The Grendel are the Beastmen. The Dvergar are the Chaos Dwarfs. The Siabra are the Dark Elves with a Witch Queen instead of a Witch King. The Arch Cenobite is a Keeper of Secrets, the Brass Primarch is a Bloodthirster, the Abyssal Prince of Decay is Nurgle, the Abyssal Prince of Change is Tzeentch, the Orx are pretty obvious, Carnal Demons are daemonettes, the Dragon-Born Ogres are dragon ogres...the point has surely been made by now. Sliding Scale of Idealism Versus Cynicism: As noted, cynical. Although not as cynical as say, 40k. The random roles system will provide players with less of a party of adventurers than a band of ugly thugs. Combat is brutal and a high-risk affair, a misroll during spell casting may consign your soul to hell. Firearms (of the general arquebus variety) are similarly risky; a misfire can easily kill a low to medium level character. More likely, however, is a misfire that destroys the weapon and all its ammunition... and that is pretty likely, but you can still earn your happy ending. The world may be doomed, but the village behind yon hill can still be saved. Up: The Fate Points. Burn one and you get to survive an event that otherwise would kill you by some extraordinary quirk of fate.

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