|What WFRP1e grognards will probably do to me|
after reading the end of the first paragraph.
I was thirteen when I read a review of the 1st edition in a torn RPG magazine from the late nineties. I fell in love with the game immediately: the heavy metal art, the mechanics, the setting, the dark humor all rang the right bells to me. However I soon had to realize that this love was just as platonic as one felt towards a cover girl. Being a dirt poor teenager in Hungary meant my only option was to visit the nearest RPG shop, where the owner bluntly told me he is unable to order the rulebook. Of course that was bullshit, he was simply unwilling to help if you wanted anything that wasn't on the shelves. I still don't understand why was it worth him to chase customers away.
My longing remained unsatisfied until the fateful day when Black Industries announced the 2nd edition. With hard work (which for a student meant eating and drinking less) I saved up enough cash to buy the core rulebook. It was a glorious full color book with an amazing smell it managed to keep even after ten years. I liked everything about it at that time. I spent my summer reading the book, running my first few playtest sessions, and devouring William King's Trollslayer, which was coincidentally released in Hungary around the same time. When I returned from vacation the best two years of high school began. We played WFRP almost every other day in the student hostel. We haven’t been so hooked on any rpg before. By the time I graduated I ran so many WFRP sessions I was burned out, and have given up on running RPGs for two years.
After I was recovered I started expanding my Warhammer library slowly again with the WFRP1e and WFRP2e books I couldn't afford earlier. I was initially enthusiastic about WFRP3e too, but as the final product began to take shape I found myself alienated from the game. I had several memorable one shots in the last five years with the first two editions, but the memory of my burnout, the lack of free time, and the shortage of grand ideas kept me from starting a new campaign up until a year ago. And just when I told my group that I'm planning to revisit the Old World, some punk announced the release of his WFRP clone...
ZWEIHÄNDER began its life on the Strike-to-Stun forums as Corehammer, a collection of WFRP rules by Daniel Fox, but over time it grew and mutated into a game of its own. I was familiar with the early previews and playtest docs, but after getting tired of the OSR and all the D&D clones I didn't have much faith in the game and forgot about it until the Kickstarter campaign was announced. I was impressed by how far they got, and since the game seemed to be what I was looking for I coughed up some money to support them.
That was almost a year ago. As expected, there were hiccups, some plans didn't work out as intended, and the print version was delayed several times. I'm not mad at them though, for two reasons. First, Daniel did an exemplary job in keeping us informed about the status quo - which is something even "professionals" often fail to achieve. Second, they have already delivered the complete digital edition. Thus I decided not to wait for the printers, and start writing my review, where you will learn whether Zweihänder is a good successor for WFRP or not, and why you should care about it in the looming shadow of Cubicle 7’s forthcoming Warhammer RPGs,
Part II coming soon...
|Meanwhile in the shiny splendor of the Old World's far future, there is only war. If this is what you want, then ZWEIHÄNDER isn't the game you are looking for.|