Passive Perception

I should probably rename this blog, ‘The Annual Empire’…

That being said, here’s a little idea I had while rereading the Zweihänder rulebook recently.

One of the rules issues that’s bothered me for years is how to run what Zweihänder calls “Secret Tests”. The classic example of this is the test to spot an ambush: it’s the kind of test the player needs to roll, but the very act of rolling tips the player off to what the PC is trying to achieve. Spotting whether an NPC is telling the truth is another example.

Zweihänder has a nice little solution, by having the player roll, but the GM doesn’t reveal the difficulty modifier: the player rolls, the GM describes the result, and in edge cases, at least, the player won’t know how far to trust the GM.

There are, inevitably, weaknesses to this method. It penalises near-successes, for example. But generally, I think it’s a pretty cool way to maintain suspense.

But another way to resolve these issues in a d100 system would be to make more use of the respective digits. I’m a fan of d100 precisely because it can do cool stuff with the various numbers it produces in a single roll (e.g. the d100, the result reversed, the two face digits – other possibilities exist, like the 2d10 sum; the d100 is super-flexible).

So maybe the GM sets a difficulty number from 1-10 to spot an ambush, avoid a guard, detect a lie, or the like, with higher being more difficult. In the case of a roll against an opponent, the base difficulty might be the tens digit of that opponent’s respective skill. So a guard with an awareness of 42 would set a base difficulty of 4, perhaps modified for weather, light, etc.

Continue reading

TobCon 2017 Report; All For One Kickstarter

Last weekend was TobCon, successor to WimCon and, ultimately, TimCon. It’s a great little Warhammer con frequented by long-time WFRP fans, including those behind Warpstone and Liber Fanatica. You can read various people’s reactions to the games they ran and played in (including my games) in the thread here.

Anyway, I ran two games, both Zweihänder, and played two. I’ve talked about the games I played in over in the StS thread I just linked to. Here I’d like to offer some thoughts about the games I ran – the intentions I had, how I felt Zweihänder worked, and how I had to adjust on the fly.

Continue reading

The Midderlands: A Weird and Perilous Setting, Kickstarting Now!

We interrupt your regularly scheduled programming, for a bit of promotion…

That’s too strong a word, since I’m not involved with this KS other than as a backer, but I think it must be of interest to anyone here reading about WFRP or Zweihänder. It’s a Kickstart for a, “green-hued, dark-fantasy, old-school mini-setting and bestiary set in a twisted middle-England.

Here’s the video (warning: dubstep, but please don’t hold that against the project):

Continue reading

Zweihänder Kickstarter has been funded!

Amazing job fellow gamers! Zwehänder was funded in six hours and now we just keep digging for more rewards! I was away from computer when this thing went live but here is the announcement anyway! Yay!

ZWEIHÄNDER fans! We are now officially live on Kickstarter!

Thanks to each and every one of you for your interest, support and shared over these long years as we prepared the game for the public. We know you’ll enjoy ZWEIHÄNDER Grim & Perilous RPG as much as we do, and hope to count on your support to bring a cool new indie tabletop RPG to market!

Happy gaming, and we’ll see you over at Kickstarter!

ZWEIHÄNDER!

ZWEIHÄNDER fans! We have long stated that we refuse to go to Kickstarter until we had thoroughly play-tested final version of the rules. After 4 years, 8 months and 12 days, we are proud to announce that the final draft for ZWEIHÄNDER Grim & Perilous RPG is complete!

zweihander grimandperilous.com warhammer fantasy roleplay retrocloneZWEIHÄNDER Grim & Perilous RPG will be the first of its kind to market: an inspired version of Warhammer Fantasy Roleplay, adaptable for any “grim & perilous” campaign set in the familiar Old World, the politically-inspired intrigues of George R.R. Martin’s A Song Of Ice and Fire, the racial tensions of Andrzej Sapkowski’s The Witcher, the criminal underworld of Scott Lynch’s Lies of Locke Lamora, the war-torn adventures set in Glen Cook’s The Black Company and other Renaissance-inspired adventures. Thoroughly play-tested by our internal team across nearly 240 game sessions and three major revisions, we are gearing up to bring it to the public by way of Kickstarter. We intend to use Kickstarter to help raise additional funds for artwork, editing and layout, along with providing you a way to get your hands on a Day One PDF release of the rules! Additionally, we’ll use Kickstarter to help drive pre-orders for print-on-demand softcover and hardcover options with our partners at Lulu.com. We’re aiming for a tentative Kickstarter launch date of July 25th. We are counting on your support to help bring this book to publication. Keep your eyes peeled, and if you haven’t already, please go over to our Facebook page and LIKE it! You can also head over to our forum at Strike to Stun to tell us what you’d like to see in our Kickstarter.

In celebration, we’re releasing a massive 45 page unedited preview of Chapter 10: Grimoire to you. This includes a full narrative and mechanical overview of how Magick works in ZWEIHÄNDER Grim & Perilous RPG. You can also peek at a full list of Generalist Petty Magicks, alongside Prayers of the God-Emperor, the Arcana of Pyromancy and their related Elite Professions. Finally, this preview also includes two new Rituals and mechanics for using mysterious Wytchstone to aid in casting spells.

Download the magick preview here!