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Lesson two: a man will do anything he can to survive.

I’ve spent almost half my life in a prison pit with the


All rights title and interest in and to (a) insane, the bloodthirsty, and the depraved. And in
the ideas, concepts, brands and products those years crawling about in the dark, drenched in my
own filth, I should have died. I gave up every night, let
the Playtest Materials arise from, (b) the myself go, closed my eyes and prayed that the gods
Playtest Materials, (c) all related and would take my broken life from me. And yet every
underlying intellectual property morning I would awaken, and some spark within
including all trademarks and refused to let me die. I have seen the black truth that
copyrights, and (d) any and all hides itself in the soul of every man, the root of all that
derivatives of the foregoing belong to is vile and horrible in this world. In the deeps of those
Grim & Perilous Studios, LLC Questions dungeons, I did things you couldn’t imagine... things
best left unspoken. And as I did these things, I would
and comments regarding these Playtest tell myself every time that I was only doing what was
Materials can be directed to Daniel Fox necessary to survive. I had convinced myself that
(daniel@grimandperilous.com) someday I would be a free man, that there were still
things in life worth fighting for, worth living for. The
whole time, somewhere deep down, I must have known
it was a lie, that each vicious act was eating at my
INTRODUCTION precious humanity bit by bit. But my delusions
continued, and one day, after all the blood and the
savagery, I was set free.

My name is Wilhelm, and I used to be a lot like you: a


model citizen, a dutiful son, a stalwart soldier, a
devoted husband and a loving father. But that was a And it was only then that I learned the most important
long time ago. I’ll tell you something right now: life has lesson: life is pain and death. We spend all our days
many hard truths to teach a man, and most of them acting out some charade of an orderly life. We play out
have been beaten into me. And with each lesson, the our roles, and we say our prayers, and we make our
feeble trappings of “civilized” life grow dimmer before plans. We trust in others: our families, our neighbors,
my sight, revealing their pathetic, contrived nature. our superiors, our priests. We put our faith in the gods,
Now if you’ll keep your mouth shut, I’ll tell you the and we try to live good lives, and we trick ourselves
three most important things in life. into believing that somehow all of this will safeguard us
against the oncoming storm. We think we have some
control over this life, but we don’t. And we never will.
Life isn’t some children’s story, with heroic deeds and
The first thing you have to know is this: you can’t earn some tidy moral lesson and a happy ending. Life is
anything in this world. I spent my life in obedience, cruel. Life is callous. Life will take everything from you,
following all the rules, doing my duty to my country. As and then it will kill you. The most you can hope for is
a soldier, sometimes that means doing terrible things. that you have something to believe in, some last bit of
Make no mistake, war is not some noble pursuit, and hope you can use to deceive yourself before the end.
when some poor bastard is spitted on your blade, But in the meantime we will all root in our own filth
spewing blood and piss and shit... well, you’re not and betray each other, and worse... oh, so much
thinking about your ideals, your country, or your gods. worse... because a man will do anything he can to
You’re just trying to survive. But I’m not telling you survive.
this so you’ll feel sorry for me. The point is that at one
time, I would have done anything for my country. I was
a patriot, committed to the causes of our land. I gave
everything to them, sure that they would value my Now you’d save yourself a lot of wasted effort if you
service. But the time came when it was convenient for start living by those three rules. But I know you won’t.
someone in power to use me, to dispose of me. And You want to run and hide behind your values and false
that’s exactly what they did. Someone gave the word, hope. Well, mark my words. Pain is coming. Death is
and they cast me into hell. I don’t even know his name; coming. And there’s nothing you can do about it. Now
sometimes I wonder if he ever knew mine. get out of my sight before I kill you myself.

- Wilhelm Eckhardt, soldier and ex-convict


WELCOME TO GRIM & one of them can prove lethal in very different ways.
These challenges frame the drama of how your tailor-
PERILOUS GAMING made interacts during adventures. And whenever the
Gamemaster calls upon you to change the outcome,
ZWEIHÄNDER (pronounced “tsfai henda” or as we you roll the dice to determine success or failure.
prefer it “tsfai hander”) is a tabletop role-playing
system designed to support “grim & perilous”
adventures. This book is nearly five years in the But a role-playing game is much more than just a series
making, adopted from pages and pages (and pages) of of arbitrations between numbers on a sheet of paper, or
personal notes, scribbles in sketchbooks, house rules a puzzle of arithmetic to be plotted out and solved. The
and the private wiki we use around our gaming table. lifeblood of your game will be expressed through
In November of 2011, your author decided to get humanity, subtlety, and complexity, for which dice
serious and produce what was first dubbed Project alone are woefully inadequate. Characters will be
Corehammer. It was originally intended to be released comprised of moral strengths and flaws; in most other
as a rules hack for the world’s second oldest grim and styles of game, the rewards for success are based on
gritty role-playing game. However, it became clear that successfully manipulating situations confronted
the project was evolving into a wholly unique gaming towards the former and away from the latter. The
system. We scrapped the title. We rewrote our own strength of your game will not be in the overcoming of
rules with a “new school” flavor. We hired artists. We obstacles, but frequently in the act of simply facing
brought two of our playtesters onboard to help co- them. Your Characters’ spirit is as crucial as the dread
author and edit. And, after many months of work, it they face; after all, the darkest recess is always placed
became the product you now hold in your hands. This just outside the range of the flickering candle.
system has been revised and rebuilt through multiple
iterations with the invaluable feedback our playtest
group provided during the entire process. We consider
ZWEIHÄNDER our love letter to everything we enjoy ZWEIHÄNDER AS A THEME
about literature and tabletop gaming - There are many dark themes you’ll find within these
uncompromising realism, wanton violence, political pages. The system and its game mechanics are written
conspiracy, weird horror and dark humor presented to describe a motif of stark realism, political intrigue,
beneath a veneer of Renaissance-inspired low fantasy. profane sorcery and unimaginable horrors from
beyond. Disease runs rampant throughout cities.
Towering asylums upon the edge of civilization ring
with the howls of the demented. Tales of twisted
A word of caution - the themes presented in this book monstrosities are whispered into firelight, of evil that
are mature, but perfectly suitable for teens and all consumes the crumbling remnants of a past age,
adults. And although we may make mention of other slumbering until stirred by intrepid fools... or lurking
authors in this book, it is not meant to present a in the deepening shadows of a nearby alley, biding its
challenge towards others’ intellectual property, time. Villainy lies within the hearts of men, who engage
copyright or trademarks. in all manner of violence and deceit in the name of
progress. People live in a state of decay and paranoia,
scrambling to keep what little has been afforded them
- Daniel Fox by the higher social classes. The gods are petty and
Lead designer of ZWEIHÄNDER quick to anger, their fickle gifts bestowed upon a vexing
few. Those who call themselves priests are often venal
charlatans, consumed by the very sins they preach
against. And far from the prying eyes of others,
sorcerers risk their sanity and their souls to harness the
WHAT IS ZWEIHÄNDER? mysterious power of cosmic disorder by striking
ZWEIHÄNDER is a pastiche of many familiar themes Faustian bargains with gods, daemons and other less
found throughout low fantasy literature, the gritty than palatable entities.
portrayal of a society replete with clandestine conflict,
political intrigues, vicious reprisals and terrifying
supernatural elements. The Gamemaster will impress Finally, the ZWEIHÄNDER system is “world-
situations upon Players with what we call the Three agnostic”, easily adaptable for any number of home
Pillars: social intrigue, environmental challenges and brewed or published worlds. The system is ideal for
conflict. These are the foundation of this book, as any role-playing games inspired by or emulating a darker
version of Germanic and European Renaissance. It can Characters, promoting fairness and fun in equal
also be adapted to support games in the politically- measure. And when the arbitration of rules are called
driven stories of George R.R. Martin, medieval-styled under question, the Gamemaster is responsible for
horror adventures inspired by H.P. Lovecraft, the dark making the final decision.
fantasy world of Polish author Andrzej Sapkowski,
among a host of others. It’s up to you to tailor these
rules to your liking; they’ve been written in a modular Sidebar: Gender Neutrality
fashion, so Gamemasters may remove parts of rules Throughout this book, you’ll note that we use
wholesale in support of their style of gaming. the singular “they” (along with its inflected
forms like them or their) for indeterminate
gender. This is so we can avoid the headache of
using gender pronouns throughout the book. It
WHAT ZWEIHÄNDER IS NOT may seem a bit foreign, but trust us - it’s
semantically and grammatically correct.
This system isn’t really designed with a pure dungeon Sometimes, our play examples will always
romp in mind. While these rules can support that style reference the gendered pronoun appropriate to
of play, death is almost a certainty if you seek out these the Players or Character’s gender.
sort of endless challenges, even if you’ve focused on
nothing but growing your Character’s fighting skills.
Injuries sustained in ZWEIHÄNDER often have
nasty consequences, requiring prolonged periods of Players can change the outcome of the story by making
recovery and care. Monsters are incredibly dangerous decisions “In-Character”, using the persona they’ve
and rarely taken down without great casualty. Even created for themselves. These decisions drive the
common peasant rabble, when gathered into groups, challenges within the story, resolved with most
can drag a tuned-up knight off his steed and beat him tabletop role-playing games by using dice. The
to a pulp. We don’t want to discourage this style of Gamemaster will adjudicate the results of these dice
play, but you have been warned! rolls and produce a narrative that encapsulates what
the Players’ Characters are experiencing. Veteran
Gamemasters will likely develop a lengthy story arc
known as a “Campaign”, a malleable blueprint that
highlights the themes, people and places within the
ZWEIHÄNDER IS A ROLE-PLAYING game while allowing the aforementioned elements to
GAME be molded by the choices Players make with their
Characters. Oftentimes, they will even create their own
Most readers will already be familiar with tabletop persistent world (called a “Campaign World”), further
role-playing games and how they work. For the immersing themselves and the Players within its deep
uninitiated, a role-playing game is basically an and robustly imaginative framework. Some
organized, cooperative game of pretend called a “Game Gamemasters may even adopt elements from popular
Session”. You and your friends share an interactive television shows, author an alternate history derived
story where you drive the action, drama and suspense from our own world’s history, adapt stories from
by taking on the role of someone else. A group of material found in popular fantasy novels or use
people create alternate personalities called published Campaign Worlds from other role-playing
“Characters”, developed using a system of rules similar game publishers.
to the book you’re holding in your hands right now.
Players are actors within a story, portraying an
personality using first and third person perspectives
during a Game Session. They speak with one another
as these Characters and rely on a “Gamemaster” THE GOLDEN RULE
(sometimes referred to as a GM) to present the world One rule above all others is held in the highest regard
their Characters live in. The Gamemaster acts as the around the gaming table - have a good time! This
narrator of this world, keeping things generally means that the Gamemaster and Players should never
organized, creating the story, providing exposition and let the rules prevent the story from moving forward. If
portraying the other personas (commonly known as a rule gets in the way, work with your Gamemaster to
“Non-Players Characters”). The Gamemaster makes up change it by turning it into a “house rule”,
details and information about the setting and those personalizing it for your group’s preferred style of play.
within it on the fly. The Gamemaster also serves as While rules are tools, rulings are far more important on
referee to the decisions Players make as their the Gamemaster’s part than strict adherence to the
book. ZWEIHÄNDER is built with modularity baked to fit your vision of grim & perilous adventures. Feel
into the rules and you should be able to modify and free to select them piecemeal or ignore them
change rules without upsetting the inherent balance of completely and create your own elements. Take a
the system. moment, let yourself go and envision how your story
might unfold...

In other words, don’t let the rules bog down gameplay


and fun on the part of Players and the Gamemaster.  Will it be an epic struggle between the roving
mutant adherents of disorder and a noble
empire of scattered provinces?
If for some reason you or the Gamemaster has  Will it focus on an ongoing war between two or
forgotten a specific rule, ignore it and look it up more rival nations who squabble over invisible
whenever your group ends the Game Session. Stopping lines in the sand?
the game to find the exact language (or even argue  Will it explore a perilous frontier of scattered
about its interpretation) only creates frustration city-states, entrenched in localized sorties
around the table. The Gamemaster and the Players between petty warlords?
shouldn’t position themselves into adversarial roles  Will it be a dark meditation on real-world
against one another. Above all else, a role-playing game ethnic cleansing and land grabs in foreign
is a cooperative game, with an unspoken agreement countries between fantasy races?
between the Players and the Gamemaster that they will  Will it emulate a pseudo-Germanic empire,
play fairly, placing fun above all else. And while the where the forces of chaos have tainted the
Gamemaster has the final say on how all rules play out, minds of the gentry and smallfolk alike?
you should be mindful of your choices and discuss any  Will it be a street-level crime drama, taking
issues you may have with a particular mechanic or place entirely in the streets of a Renaissance-
interpretation outside of the Game Session. Don’t ruin inspired metropolis that’s dominated by
the fun for yourself and everyone else around you by factions both small and large?
dragging the Gamemaster into an argument over how a  Will it be a low fantasy world, replete with
rule is used. Save interruptions for the end of the Game backstabbers, schemers, sycophants and
Session or the beginning of the next. money-grubbing petty nobles while the tides of
Magick have begun to arise once more?
 Will it be a story of a realm riven by civil war,
Additionally, dice rolls alone do not solely dictate how where corrupt noble houses attempt to unify
the story plays out. Dice add an element of random their people beneath the banner of a
chance to the game. It may create moments of monotheism?
excitement as you succeed an incredibly difficult test to  Will it be a sacred pilgrimage that takes its
overcome some deadly obstacle. Other times, it can be adherents through a terrible and strange land
exceedingly harsh, as when a dice roll results in the during a cataclysmic apocalypse, testing their
death of a Character. While dice add a threatening faith as the world crumbles around them?
element to the game that may be both beneficial or  Will it be a horror-based game, where
ruinous, the narrative, story and role-play should be Characters either race toward madness or
the core focus of any successful role-playing game. simply try to survive the onslaught of
While grim & perilous games tend to be far more gritty unimaginably horrifying entities from beyond
and unrelenting than other role-playing games, you the stars?
should do your best to emulate this same style of  Will it be a game set in a desperate region
gaming by relying less on the dice rolls you make and stuck in the throes of feudalism, ruled beneath
look more towards the role you play. In fact, the game a corrupt monarchy where knights mete out
is designed to offer the most rewards for doing just their own brand of justice in service to a
that! goddess of a mythical lake?

With imagination and creativity, the possibilities are


YOUR ZWEIHÄNDER GAME! endless. ZWEIHÄNDER awaits, and the fate of your
grim & perilous tale hangs in the balance. We can’t wait
Although ZWEIHÄNDER has several implied to hear how it turns out! Please share your experiences
thematic elements, you are encouraged to adjust them on our forums over at GrimAndPerilous.com!

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