ZWEIHÄNDER Grim & Perilous RPG is the 2018 ENnie gold winner of Best Game and Product Of The Year!
As featured on Forbes.com, ranked one of the best-selling RPGs of all time at DriveThruRPG as an Adamantine Metal product, charted as the #6 best-selling fantasy tabletop role-playing game at GeekNative and having moved over 26,000 physical copies and 62,000 digital copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer and grittier version of classic tabletop role-playing games you may already familiar with. The community calls this style of gaming the “pathetic aesthetic”, but we simply call it grim & perilous gaming.
ZWEIHÄNDER Grim & Perilous RPG is a fantasy tabletop role-playing game, one where adventurers will:
> Live in a gritty, ‘realistic’ fantasy world > Make morally grey decisions & enact vicious reprisals > Uncover insidious plots & political intrigue > Desperately fight in clandestine & open field combat > Defend themselves from injuries, madness & mutations > Take part in heart-pumping chase scenes > Venture into the wilderness & survive its perils > Encounter sanity-blasting creatures & their minions
Using the classical d100 system, you will create grim characters, write perilous adventures and build low fantasy & dark fantasy campaigns. These rules are perfectly suitable to run Renaissance and medieval-styled adventures, too. You can also use this book to create your own homebrewed worlds, whether inspired by the works of Andrzej Sapkowski’s The Witcher, George R.R. Martin’s Game of Thrones, Glen Cook’s Black Company, Myke Cole’s The Armored Saint, Robert E. Howard’s Solomon Kane, Scott Lynch’s Gentlemen Bastards or other ‘grimdark’-inspired media. And yes, you can use it with the Old World if you are so inclined.
This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules and a bestiary brimming with creatures both fair & foul. All that’s left are a few friends, pencils and a handful of dice.
ZWEIHÄNDER Grim & Perilous RPG awaits, and the fate of your grim & perilous tale hangs in the balance!
I've been pretty hyped about Zweihander for a while - being a big WFRP fan - and finally got the hardcover for my birthday. The first thing to say is that it's a really impressive work - both in size, most obviously, but also in the scale of its ambition. Everything about it is a testament to the care and attention of the people behind the work, and some of the niggling problems (overwriting, typos, etc) can be put down to their resources and quite happily be forgiven.
There's a lot that could be said (and has been said) about Zweihander, so I'm not going to go through the minutiae of what's good about its rule system - Professional Traits, Primary/Secondary Attributes, replacing Wounds with Damage Thresholds, moving Magic into line with other Skills, and so on - but want to talk more broadly about its approach.
WFRP v2 was, for better or for worse, a primarily commercial project - an attempt to make some more money from Games Workshop's intellectual property, with rules similar enough to v1 that old-timers could form a stable customer base. Zweihander obviously has one eye on the latter, but it's much more thoughtful about the significance of the system and its implied setting - about the sort of roleplaying they want to encourage, and how the system can support the sort of stories that players want to tell.
This isn't as simple as ramping up the grimdark and making combat more deadly, and indeed there is an argument that Zweihander is actually less violent as-written than WFRP. Whilst Zweihander is clearly aiming for a low-fantasy approach (although I think ultimately that consideration is much less important than a sort of magic-realism; taking the fantastical elements to their conclusion, rather than diminishing them per se), it doesn't fall into the trap of forcing players to have a bad time. This has been ridiculed in some quarters as needless balancing, but I think it's important that Zweihander isn't asking its players to leap into the role of ordinary peasants and barber-surgeons (a point that WFRP sometimes equivocated on) - but instead into the role of peasants-turned-adventurers, anti-heroes with modest backgrounds and grim prospects, but nevertheless very clearly the central characters in a story. There is an enthusiastic streamlining beyond this point - rather than trying to endlessly pick out the differences in Skills and Talents between a teamster and a stevedore, Zweihander focuses on allowing players to take on (and then mess around with) the great archetypes of fantasy and adventure fiction. The breadth of Zweihander's intertextual references is an asset here; your Antiquarian doesn't *have* to be Indiana Jones, but the game doesn't lose anything by picking out the cliches and allowing you to subvert them.
Similarly, I was struck by the thought that had been paid to storytelling in the Order/Chaos alignment system - both in the focus on the personalities, motivations and idiosyncrasies of each character, and more generally in tying advancement (both in Reward Points and Fate Points/Disorders) to roleplaying - and, specifically, to facing the consequences of their decisions when confronted by ethical dilemmas. Whilst Zweihander's implied setting is late-medieval/Renaissance, the game's preoccupations would lend the system to telling stories set in fin de siècle London or Paris - the pervasive notion of man's duality is straight out of Robert Louis Stevenson.
If the game's ambitions and sense of purpose are its strength, then the most meaningful criticism to be had is where it falls short of these. Some of the Professional Traits are more about in-game advantages than atmosphere (the Sellsword, for example, cannot receive anything more serious than cuts and bruises - so your mercenary isn't going to wind up with an eye-patch unless they begin with one), and I would want to house-rule around that. I'm not convinced that the separation of magic spells into defined lores - a hangover from Warhammer, and a lot of other fantasy fiction - is really of benefit in a game where magic is supposed to be capricious, unpredictable, and as much the domain of village witches and warlocks as university-educated wizards. That's a part of the game where an implied setting seems to shift into a defined one, hampering rather than helping worldbuilding. The same could be said about the game's list of gods, or its bestiary - though often paying lip-service to the idea of nameless gods (representing aspects of human nature, and therefore able to be slotted into any setting which relies on a pantheon - or where a monotheistic religion is fractured between saints, for example) and archetypal monsters, the game is sometimes too eager to fill in the details. Whilst some of these might be useful for creating atmosphere, or providing examples and allowing out-of-the-box play, I would often prefer a lighter touch or more conventional approach. I'm not sure the game benefits from a fairly narrow interpretation of the 'Orx' or vampires, for example; I'd rather be given rules for a broad-strokes view of them, and then be given the opportunity to subvert that in my own way.
Similarly, another of the game's strengths - its commitment, from the beginning, to thoughtfulness with regard to oppressions in the real world - is sometimes undermined by the equivocation over the game's implied setting. It's great that the game includes a statement about gender neutrality and the presence of trans characters, but it's a bit weird to then be provided a system of determining height by gender. Whilst I'm a lover of random tables in RPGs, I think they could've better accommodated worldbuilding GMs - even without the problems with gendering them, it's a bit limiting to give a list of aesthetic characteristics which are distinctly 'gnome' or 'elf'! That stands out as an issue partly because the game's approach otherwise with regards to 'race' - there is no set of Traits which all players will share just because they are 'dwarves' - is one of Zweihander's real triumphs. It's also great that the back-of-book adventure takes women's oppression as its main theme, but the game sometimes veers into "fridging" - I was honestly uncomfortable with the number of descriptions which relied on highlighting violence against women, not because a game shouldn't draw attention to it, but because there's a danger of gross voyeurism when creature after creature is supposedly the result of sexual violence. Grimdark fairy tales have a place in discussing gendered oppression, but they also play a role in reinforcing it. I'd have appreciated more ideas about roleplaying in a world with different gender systems to our own. Similarly although as previously mentioned I really applaud the Order/Chaos, Corruption and Disorder system for its approach to game play, I'd have liked there to have been a better appreciation of some of its dangers - a game which involves mental health quite as heavily as WFRP-derived games tend to should be more careful about how its mechanics fit into contemporary discussions around 'madness', etc. There's a danger that some GMs will treat 'Disorders' as a punishment, so that mental health crises are the consequence of acting unethically. I don't think that's by any means the only - or the intended - reading of the mechanics, but it is there and the game should do much more to highlight alternatives. The game is supposed to be grimdark, so terrible and archaic approaches to mental health might be part of the game-play and something that the characters should negotiate, but that doesn't mean it has to reinforce the grimdark stuff that some people encounter every day already.
Overall this game is really promising, and thanks to the makers' approach it should be really easy to mess around with and find solutions to some of its limitations. As a way of approaching RPGs it's fantastic, bringing in some of the sort of mechanics and considerations that you usually only find in indie games ill-suited to long campaigning. I can't wait to get a group together and start playing!
‘ZWEIHÄNDER Grim & Perilous RPG is an OSR, retro-clone spiritual successor to Warhammer Fantasy Roleplay first and second editions, an unrepentant heartbreaker released under Creative Commons License Share-Alike.
Using the classical D100 system, with ZWEIHÄNDER RPG you will create grim characters, write perilous adventures and build low fantasy & dark fantasy campaigns. These rules are perfectly suitable to run Renaissance and medieval-styled adventures, too. You can also use this book to craft homebrew stories set in the works of Andrzej Sapkowski, George R.R. Martin, Glen Cook, Scott Lynch and other ‘grimdark’-inspired worlds.
This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules and a bestiary brimming with creatures both fair & foul. All that’s left to gather are a few friends, pencils and a handful of dice.
ZWEIHÄNDER awaits, and the fate of your grim & perilous tale hangs in the balance!’
I’m not generally a fan of heartbreaker roleplaying games. When I’ve sat down to read them I’ve always had this little voice in the back of my head telling me that what I’m about to experience is, quite simply, the game I already own with material added by some house rules, and some changes or additions to address the writer’s vision of how the game should have been. It’s not a fair way to approach books such as these, I know, but it’s always a nagging doubt that sits there and skews my view of the game.
In all honesty, I pretty much ignored ZWEIHÄNDER when it first came up on my Warhammer radar. It was a few changes by gamers who loved the old-school Warhammer RPG, a fan edit of the game, nothing more than a few house rules thrown out into the ether to attract attention. However, the more it hung around the more it intrigued me, and when the Kickstarter began I then began to give it more than casual attention.
Actually, I was probably even more purposefully ignorant of this project than I have been with any other OSR-style game of this type. You see, I’m a huge Warhammer Fantasy Roleplay 1st Edition fan. Huge. It is, without doubt, my favourite roleplaying game of them all. I bought the re-released softback in the late 1980s and I have had countless hours of adventures in this world. Even after 2nd Edition came out, with much cleaner and balanced rules, I still went back to the 1st Edition. It was unbalanced, with arguably the worst and most unmanageble magic system ever put into a rulebook, and it took quite a bit of work to get a handle on the rules (for myself, at any rate).
It was clunky and annoying at times, but, by the Blood God, I loved it. It wasn’t my first gaming system, and there have been better ones since then, but it’s the one that made the biggest impact on me creatively. And this was because the rulebook not only oozed atmosphere, it had everything I needed to run roleplaying games for years. The book had a wonderful dark-but-fun feel to it that was very me, and it contained full rules for everything, world details, a full bestiary and an adventure. It was everything I could have wanted in a single, weighty volume.
So, when someone on the internet has a go at creating their own version of it and not not only aims to redo what has come before but also create a full game in the ‘spirit’ of old Warhammer? Well… they’d better bring their A-game, because for 30 years I’ve not needed anything else for my Warhammer FRP games but that 1st Edition rulebook.
The more I read about ZWEIHÄNDER the more intrigued I became. I didn’t know much about the changes, but the artwork that started to appear was wonderful and really evocative of the setting as well as the original rulebook. Still, that wasn’t enough to sway me – after all, all they could do was emulate the Warhammer rules, so it wasn’t really Warhammer, was it? Unless I could travel the Reik avoiding that death, have a beer in Altdorf and headbutt mutants in the face in the Border Princes then what was the point?
But then I read more, and then I started to read the feedback from the early access Beta version of the rules. And my curiosity turned into suprise, then excitement. Then I started asking questions and before I knew what was happening a copy was being winged to me and it landed on my desk with an almighty thump. And I stared at it long and hard. Then I slowly opened the book and, with a deep nervous breath, I got stuck in.
The damn thing is huge! Huge I tell you! A single volume of almost 700 pages, hardback, with a full-colour cover and a black-and-white interior. It was so heavy the delivery man who dropped it off has been sending me his physiotherapy bills. Calling it ZWEIHÄNDER is accurate; you could wield this tome with two hands and beat someone to death with it.
It’s a gorgeous book, with a nice red page-marking ribbon that just about sticks out at the bottom. This is the version with the Kickstarter edition cover; in the dank sewers of some dark place, a mage summons fire, a hammer-wielding warrior takes a swing at some rat-men, a scarred elf attacks a larger rat, a soldier aims a musket and a dwarf attends to a wounded fellow, all while being guarded by a small but vicious dog. It’s action packed and a lot of fun, really getting across the action-packed darkness of the setting.
The Drivethrurpg print-on-demand has a different cover depicting four grim soldiers posing, as if for a photograph, all watching you, the reader, with accusing eyes. In all honesty, I prefer the Drivethrurpg print-on-demand cover. As fun as the Kickstarter one is, I feel the POD cover is much more atmospheric and it appeals to me more. Either way, each cover has wonderful art, the Kickstarter cover is by Dejan Mandic (who also does the interior art) and the POD is by Jussi Alarauhio.
And the interior art – wow. Dejan Mandic has produced some amazing work that captures the atmosphere of the game wonderfully. The number of illustrations is staggering, from small page-fillers to depictions of races, monsters and careers, to full-page chapter introductions and images. It’s all done in an old-fashioned way and it suits the book perfectly, meeting the design halfway between old-school 1980s goodness and modern design choices with evocative borders and layout. It’s fully black-and-white but that only adds to the grimness. It’s excellent stuff and throughout it looks great, and the use of a single artist keeps the atmosphere constant.
It’s a wonderful book, and it’s bound so that it can be left open where you need it without any fear of pages falling out or the spine cracking open.
Everything I expect to find in a Warhammer RPG is here – races (Human, Dwarf, Gnome, Halfling Ogre and Elf), archetypes (Academic, Commoner, Knave, Ranger, Socialite and Warrior), and then professions which I won’t list here because, like WFRP’s careers, there’s a lot of them. It’s all well balanced and characters are much more likely to be much more equal. In original WFRP, the career system gave some players better characters than others, sometimes by a long margin. I never really cared that much for game balance – it’s part of WFRP’s appeal for me – but this makes things much more balanced and will make players feel they’re much more competent within the group.
The main attributes are Combat, Brawn, Agility, Perception, Intelligence, Willpower and Fellowship, each represented by percentile scores. These scores reflect skills, which can be increased up to three ten percent increments, so up to 30% can be added to a skill as the character advances. Different professions open up different skill opportunities, and talents give characters special abilites they can pull out if needed. The skills have been tidied up and slightly reduced in number, so there’s a huge choice to be made but they’re fairly distributed between characters and professions.
All skills are percentile based – roll under to succeed – with modifications for difficulty and with different results representing different levels and effects of success or failure. Combat is fast and brutal, as it should be in a game like this, with lasting effects. You can contract diseases, go mad, and there’s a corruption scale that determines how you lean towards order or chaos, which is adjusted as play progresses and determined by what happens to the player, how they react to certain things and how they act. Leaning too far in either direction can result in disorders or benefits. The magic system is much better, a vast improvement on 1st Edition – but, to be fair, that wouldn’t be hard. The grimoire of spells is impressive with different schools of magic to choose from, and it’s easy and quick to use, although by the nature of the game the chances are that if anyone found out that you could cast spells you’d be strung up by the neck and everything you owned would be burned.
A huge section on game mastery helps with running games, but this is more of a set of extras to help with different situations, including overland travel, rewards for players, social intrigue and campaign ideas. There’s a large section on extra combat rules in here; I’m not sure why, they would have been better served in the combat section, even if they are optional. The huge bestiary is excellent and the adventure ‘A Bitter Harvest’ is a good introduction to the game as well as the dark fantasy genre as a whole. The appendix at the back is more than welcome, especially with a book this size.
As with Warhammer Fantasy Roleplay 1st Edition, everything you need to run a dark fantasy game, in the Warhammer world or any other grim setting, is here. Whether you establish your own setting or use an existing one, these rules will have you covered with minimal adjustments to the rules. The magic section may need looking at depending on the setting, but otherwise it’s a solid system that will serve a dark game exceptionally well.
So - I’ve read the book, and I’ve run some players through an adventure of my own design, with ancient devils, broken pacts, serious political problems and some straight-forward in-your-face combat. How did I get on with it? More importantly, how did the game make me feel?
What hit me square in the face with the book is the writing; the book is almost 700 pages and the text dominates the pages. It’s well written and everything is fully explained. And when I say fully explained, I mean there’s a level of detail here that some might find a little annoying. You could say that it’s overwritten, with examples and explanations of sometimes obvious things that you may have done without. It does tell me that the writers were passionate about what they were doing, and that excitement is there on the page for everyone to see, but when you’re trying to pinpoint a rule or simply get to the point it takes time. If you’re in the middle of the game that can be a problem as it slows things down, so it’s best to make sure you’ve read the book cover to cover and highlighted the areas you’ll need regularly. As it’s such a big book, that can take a lot of time. This isn’t the sort of game that you can get into quickly; from cold, learning the rules and prepping for a game will take a lot of work.
Character creation was fun but I opted to allow my players to choose from the tables. Each part of character creation, from sex to skills, has a random table and you are able to roll randomly for pretty much everything. That can make for some fun characters if you’re playing on the edge, but my players wanted to make characters they could enjoy. There are a lot of choices for players to make during generation, and this alone took us an evening’s session. I don’t mnd that; it gives the group a chance to really think about their character and we can work out a group dynamic. Like I said earlier – this is the kind of game that requires a lot of time, mainly to digest the book and prep an adventure. You can’t really hand the book to the players and say ‘crack on’, and let them create characters off their own back because that’s an entire section of the book that will have to be read by every player individually. An evening of character creation is the best route to take, I feel.
The adventure I designed was easy to set up – I didn’t have to worry about scaling the threats or designing new stats, I could take the details I need straight from the book. I just marked the page number of the creature on my design and referred to it as game progressed, and I lifted NPCs from the introductory adventure. I have had plenty of experience in adventure design so this part was easy for me, and with the level of detail in the book it was even more of a doddle.
The adventure itself was fun, but the there was a little conflict between player expectations and the game in action. There were four players, two had not played Warhammer before and the other two had experience, and it was a little easier to run the game for the new players than it was the experienced ones. During combat especially, there were assumptions made by the Warhammer players as to what rolls were made and what they meant. I had to stop play a couple of times because I went with the flow and didn’t realise that I had made judgements based on the old rulebook and not ZWEIHÄNDER. That’s not a fault of the book, but if you are an old-school Warhammer player then make sure that you’re playing ZWEIHÄNDER! It got a little confusing, but after some backtracking and corrections we were back on course; the fault was mine.
There were a few times I had to reference the book as we played but this didn’t impact play too much. I had already marked what I needed so, as I mentioned earlier, it’s best to make sure you’ve done your pre-game prep. In fact, I was happy with the way it played out for the new players. They were experienced gamers but new to this system, so after a few rolls and an encounter they got used to the system and the game progressed at a nice clip even with the pause for my ‘those aren’t the rules!’ gaff.
Combat was fun and suitably brutal – a little too much for one player who almost bit the big one in the first fight! - and the unpredictable nature of the system left us all a little breathless. The low chances to hit were a little frustrating and some of the combat resulted in a series of rolls that resulted in nothing at all, but that’s the nature of the system and it added to the fun, especially when a lucky hit by one of the players pretty much ended the fight with a single roll. Not so much for the player who got hit right before that roll; he lost an ear and spent the rest of the game nodding during character conversations, and then ending with a ‘What?’ He’ll live, with the Crop Ear drawback.
All in all it was a successful game, and the ZWEIHÄNDER rules handled the action really well. The players felt they had control over their character’s design and creation, and they felt they had some control over the game itself even with beginner’s stats. The book, options and the adventure itself recreated the dark fantasy genre really well – I set it in a horror version of Europe, on the border of the Ottoman Empire - so all in all it was a successful evening. Well, two evenings if you include the character creation session. With four players and an equal number of foes we managed to resolve a combat encounter in half an hour to forty minutes; the adventure had three combat encounters and the rest was social interaction and investigating, and the entire evening’s play came in at five hours. It would most likely have been less if there hadn’t been any confusion about the rules but that wasn’t the game’s fault, it was ours as a group. As the GM it was an excellent game to run, and the players enjoyed it.
So… the big question is; would I use this Warhammer heartbreaker in a Warhammer Fantasy Roleplay game?
No, I wouldn’t. That’s not a reflection on this book, it would handle a WFRP game exceptionally well as the content is simply Warhammer with adjustments. It would be easy to say it’s WFRP with the serial numbers filed off, but that would be a disservice to the game. It’s an unashamed Warhammer heartbreaker after all, so those comparisons are inevitable, but whether you want to use it for Warhammer or any other dark fantasy world it’s perfectly suited. It is, however, Warhammer at it’s heart.
I wouldn’t use it because I’ve been using Warhammer Fantasy Roleplay 1st Edition for more than a quarter of a century, and that game is woven into my Old World in a way that makes it pointless in me trying to use any other system. In many ways all of the consecutive percentile rules after 1st Edition have been better; including ZWEIHÄNDER as I think that, despite the rulebook’s complexity, it’s a much more fluid and balanced system. However, as a Warhammer grognard I simply see no reason to use a new game system for my campaigns. That might seem to be a rather nostalgia-influenced blinkered view on my part, but if the shirt fits...
Would I use ZWEIHÄNDER for other dark fantasy games? Absolutely 100% without a doubt. Here I have an excellent set of rules designed for miserable, grim, down-and-dirty fantasy roleplaying. I can take out or adjust certain sections depending on the world I’m running, and the rules are familiar enough for me to be comfortable in running a game of that genre while keeping it seperate and identifiable from my WFRP games. I have tried to use the WFRP 1st Edition rules for other worlds, but they ended up being the same WFRP games in different clothing. ZWEIHÄNDER is far enough removed to help me run other games in other worlds more identifiable and unique.
ZWEIHÄNDER is now my go-to system for dark fantasy games. In fact, I’m looking at creating my own world and also using an existing one. My own world is a discussion for another time, but the established world I’m looking at is Robert E. Howard’s ‘Solomon Kane’. I do love the original stories but I was quite taken by the Michael J. Bassett movie from 2009 (I said at the time that it was the greatest Warhammer movie never made) so the imagery from that film makes for an excellent background. Adventuring across the world with rapier and flintlock would make for a great campaign, with enough dark gods and raving badguys to keep players on their toes. ZWEIHÄNDER’s system makes the game edgy, dangerous and somewhat unpredictable, so that’s perfect for a game where the players are kept on the edge of death and madness. I’m basically going to run my campaign as horror action games with a Call of Cthulhu-type angle of danger. I’m sure ZWEIHÄNDER will handle that easily.
It’s big, it’s a heavy read and prep time will take a while. It’s not new-player friendly and you’ll need to have some experience with roleplaying to get the most out of it, it’s a little disjointed in parts and, yes, it’s overwritten, but ZWEIHÄNDER is an incredibly satisfying game of excellent quality, and the sheer darkness, joy and excitement for the history of the system and the genre are literally crawling off the page to get under your skin. There is very little in this book that can’t fail to inspire GMs and gaming groups, and with some investment of time and effort the end result is a rewarding experience that, once the campaign gets going and everyone is on the same page, will result in many satisfying campaigns for many months and even years. All in this one, single volume.
And that’s the very thing I loved the most about Warhammer Fantasy Roleplay 1st Edition. ZWEIHÄNDER has done the legacy proud.
The book is well written, and for those familiar with the Warhammer RPG, it will have several familiar items. The RPG system itself has several improvements over WHFRP 2nd edition for me. I really like the traits/drawbacks associated with the different campaigns, and the injury threshold is also an interesting concept to test out. Drawbacks of the system for me are the fact that you are limited to 3 careers as a character, and that damage comes in the form of D6 rolls, adding an additional type of die to the system based primarily on D10's.
Fanowska nakładka na przestarzała druga edycje Warhammera. Właściwie w momencie w którym wyszła 4ed Warhammera traci trochę rację bytu. Podręcznik ma chyba 700 stron a spokojnie dałoby się go streścić w 300. Bardzo rozbudowane i niepotrzebne opisy. Aby zachować poprawność polityczną bardzo duży nacisk kładzie się aby nie urazić mniejszości społecznych czego efektem są elfy murzyni i azjaci. Czuć wpływy Slanesha. Ilustracje są ,,OK'' ale to nic specjalnego. Ktoś na odpierdol machnął dziesiąt szkiców i wrzucili je do poda. Nie dałem rady zagłębić się w całość. Mimo że system faktycznie działa i jest lepszy niz WH2ed to niestety nie miałem okazji rozegrać ani jednej gry.
I have not played this yet, but the game design itself is fairly near flawless, covering everything for those who like everything covered, while allowing for a lot of variation if you prefer a more free-flowing game. Run, do not walk, to your local neighborhood game store and have them order this book for you. Yeah, you can save yourself money by ordering it on Amazon, but do the right thing and help a small business.
The book‘s as a product is quite wonderful: sturdy, good binding, heavy paper. Wish it had been coloured then it would have been gorgeous. The game rules are very good sometimes brilliant and in much ways make more sense than the old WFRP rules. But no five stars because there are so many grammar mistakes in the book and that after such a long time after the KS...
Zweihander Grim & Perilous RPG generally known simply as Zweihänder, is an ENnie award-winning tabletop RPG published by Grim & Perilous Studios in 2017 following a successful crowdfunding project.
It is a decent clone of war hammer rules. I feel though it was way to long and had examples for things I do on the fly. No overly fond of so many random tables. Great if you want a grim dark set of rules to play by.