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!