Friday, September 29, 2017

Zweihander

Two Fisted Fun
Zweihander (with an umlaut) is a recent re-imagining of Games Workshop's (GW) Warhammer FRPG. It doesn't come right out and say this, but the DNA signature is strong. Grim and Perilous is the goal - or as the author describes his intent to - "make it dark and gritty; make it perilous and challenging; make it a system that carries uncertain outcomes in an unforgiving world; and make it world-agnostic, so it can be used with any low fantasy campaign world." The current game began life as the author's (Daniel Fox) houserules version he called "Corehammer". As such, Zweihander has much in common with products who claim descent from older editions of other games and collectively make up much of the old school catalog.
This is not a "subtle" game. Zweihander describes itself as a Grim and Perilous RPG, "a pastiche of many familiar themes found throughout low fantasy literature: the gritty portrayal of a society replete with clandestine conflict, political intrigues, vicious reprisals and terrifying supernatural elements." The author tells us right up front that this system is not designed for "the traditional dungeon romp." Rather it is a story about "truth" and "consequences". The author asks, will the characters "rise above the brutal truths of the world or root around in its filth, becoming akin to their enemies?"
Zweihander adheres to the White Box philosophy of rulings over rules even though the tome weighs in at an impressive 692 pages! It aims for humans to be the most numerous among PCs even though rules are given for making an elf, dwarf, ogre, gnome or halfling character. Each member of each race may demonstrate different traits - not all elves have darksight. Randomness is emphasized during PC creation and the player can roll randomly (or choose from the table) for profession (think class and subclass system similar to that GW game) and alignment (and a lot of other random stuff). As old schoolers know, playing what the dice gives you can be fun.
The actual game mechanics are a blend of old and new. As mentioned, Zweihander draws on the WFRPG for inspiration. Like that game, Zweihander uses a percentile based - d100 mechanic, skill system and professions/careers. While the author claims Zweihander does not have an implied setting, I think he means it doesn't have a default setting. There is no world map, yet the game has a definite feel to it and there seems to be a correct way to play as one would expect in an implied setting game.
So what is different from WFRPG? Alignment for starters.  Zweihander uses an alignment system that seems unique to me (although I am reminded a bit of King Arthur Pendragon's opposed virtue system). Two random rolls on the alignment table produces an Order focus/trait and a Chaos focus/trait for each PC. Order might turn out to be Compassion, while Chaos could be Hypocrisy. The player is expected to role-play these traits when opportunity arises. How the PC is played moves the character's  alignment further towards Order or towards Chaos (which can result in corruption and various disorders). The author states that alignments themselves are not the same as "good" and "evil" and those moral behavior choices are left for the players to figure out in play. The author uses the example of Heroism which can be in service of nefarious ends or virtuous purpose.
In a manner seen in some "narrative" type Indie games, Zweihander provides extensive mechanical support for wilderness travel and social intrigue. During travel rolls are made based on the assigned roles of Guide, Survivalist and Scout which determine the outcome of the trip. Social intrigue mechanics cover "winning", argument, persuading and influencing social outcomes using "tactics" such as Bargain, Charm, Guile, Interrogation, Intimidation, Leadership and Rumor.
A substantial Bestiary of known critters is included. The many-eyed, tentacled, fanged monstrosities abound in these pages alongside some familiar fiends from myth and legend. (Many of the standard monster fantasy and horror tropes are present as well as some new ones and one could easily dip into that GW figure collection for use with Zweihander.) Like the Grim & Perilous GW system, the threats are not limited to physical injury (although combat seems on the deadly side) and includes the psychology of stress, fear and terror are addressed and Zweihander expects PCs to navigate the troubled waters of corruption, disease, addictions, insanity and other disorders and the ever present taint of Chaos mutations during their adventures in the grim and perilous.
The Grim & Perilous theme seems to take center stage with Zweihander and although the author tries hard to not dictate "world" to the referee, I think campaigns using Zweihander will tend to center on the setting rather than the characters (who are likely to succumb in a world where "life is pain and death") and because there are a number of guidelines for world creation and campaign structure (The Enemy Within, The Enemy Without and The Enemy Beyond) and also a ton of Grim & Perilous flavor in the rules, it is entirely possible that a superstitious, low-magic, European renaissance setting similar to GW's intellectual property will be re-created (or borrowed) by each referee for Zweihander play.
I personally find there is quite a lot to like (and be inspired by) in Zweihander. I also find quite a bit to like in the game that inspires it. I have played and refereed WHFRP at times over the years and although it isn't my preferred system (or world setting), I like the "Grim World of Perilous Adventure" theme. These days I just prefer my own modified version of White Box rules and a homebrew setting I call Dreadmoor for my (slightly less) grim and perilous adventures. Would I consider running Zweihander if asked...definitely "yes" (evil grin!).

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