What is not to love about the era of jam-packed starter sets? Thirty dollars (on sale now for 25 over on Amazon) for a complete starter set for the excellent Zweihander game?
I am glad I took the plunge.
What is in here is not just a beginner version of the game; this is like a "version 1.5" with a vastly improved layout and presentation. More capable characters, ancestries, rules improvements, cleaned-up examples, and system streamlining - all 100% backward compatible with the main book. They even have sections describing the differences and how to "backport" the rules improvements into the main text, making the differences minor but significant in play and flow.
The content and tone are improved as well.
Oh, and that 3 AP system that Pathfinder 2 uses? Done here first, and in a grim-fantasy d100 game. I like the presentation of this one better since it is easier to grasp without knowing special symbols.
Moving On
And this game is moving away from its Warhammer inspiration with the new ancestries and becoming its own thing. That is a significant improvement; the game is starting to mature into its identity. This is not "that other game you can play Warhammer with" - it is beginning to have its unique identity.
That is cool. I support that. Go in your own direction, and I am all on board.
Early OSR games are often content with emulation. When they start doing things differently, they finally grow up and develop their personality. This happened between OSE Basic and OSE Advanced, and I loved their additions to the game. Adding many non-human ancestries is another positive step for the gamers more used to that variety in 5E, and the option to use a more human-centric world is still there.
Also, while Warhammer is a fun universe - let me make my own. I don't want my efforts and creativity judged or measured against official releases and not have that thing in the back of players' minds saying, "Fun, but definitely not canon."
I do not want to compete against a shelf full of beautiful and very official books.
Presentation
And for those who disliked the lovable-Grognard presentation of the original book? This layout is as good as you would get in any 5E or best-in-class OSR game. All the rules are easily presented, with larger text and plenty of white space to make each page readable. You could easily use this as the "main rulebook" and the original giant tome as the expansion book. I am all in if they do a 2nd edition that looks like this. I heard via their discord they were working on a "reforged" rulebook (cleaned up and presented like this) which will be the standard going forward but doesn't invalidate the original tome.
General Audience Efforts
Also, the game seems to be taking on some of the original edition's criticisms with much "edgy" content in the original tome. They are cleaning up the topics and language that tend to upset the more mainstream audience and supporting the first book for those who want an uncut game. I get it; while part of me likes the original "no limits" tone, I get trying to market this game to a more general audience and address those criticisms. They continue to support the original book, which gives the more grindhouse horror fans what they like and then are building a solid base moving forward.
This feels like an AD&D 1e to 2e move, but I get why - they need to appeal to a larger audience and younger players too. VTTs may have content guidelines that need to be met. Bills need to be paid, artists need to be compensated, printing costs a lot, and crafting books is costly.
Some may get angry, and some may hold the original game's grindhouse content against them. They are trying to move in a positive direction (while keeping that olive branch for the hardcore fans), and that is a tricky tightrope to walk - but they deserve praise for the effort - and another chance from their detractors.
Please, support positive efforts to make a change. We all benefit!
More Capable
The characters in this set are more capable and have rules to use the new generation methods with the main book. These are more "dungeon-ready" characters at a low level, and I feel the change is good. Some say this makes the higher-level play too easy, but when the reforged edition comes out, this will be addressed, or you can just up the challenges at a high level and balance things yourself.
Healing is still slow and rare, and dungeon crawling and the 5E and Pathfinder brand of "combat entertainment" relies on cheap and easy healing and resource recovery. And while a lot of people derided D&D 4E as an MMO, I see 5E and Pathfinder 2 are even more MMO since it isn't character structure that defines MMO-like gaming; it is that health and mana bar that returns to 100% between combats, just like a video game.
You do this when you give up on balancing fights for a game that relied on resource tracking and dwindling resources and the "go back to town after every fight" crowd Wizards fostered in 3E. Actual D&D? What you have on your character sheet is what you have for the whole adventure, fireball wisely. That is how the adventures were often designed, especially the tournament ones.
Could you mod in better healing into Zweihander? Yes, it is easy. Just make the "Lay on Hands" spell a resurrect, and create a "Healing Touch" generalist divine spell that all divine casters can use (using the original Lay on Hands spell as the template). Remove the once-per-day limitation (or make it increase the casting difficulty by one step per time when used on the same target per day), and you are done. Easy healing achieved. You could build a whole generalist divine list based on the common cleric tropes out of dungeon games and be fine.
The game says, "House rule this game!"
So house rule.
A Solid Basic Set
What don't you get? The higher-level spells and professions are one, and the monster selection is thin. All of this is solved by having the core book on hand, which is 100% compatible. Again, use this as the primary rulebook and the large book as the expansion. The big book has more monsters, spells, gear, professions, etc.
I am guessing the new reforged set will fill in the blanks and form a complete game, but the original book plus expansion is a complete game "plus." I like the more straightforward presentation in the starter set, which clearly presents rules and concepts. The original book is sometimes hard to follow, and the starter set "opens the door" to understanding. This is relatively easy from your standard OSR game.
OSR Style
And it isn't Warhammer, which is done in the OSR style. Use what you want, change things, mod the game, create your own world, and do what you want. Warhammer is a great game and setting, but change too much, and you will run afoul of the lore-sensitive types. I do not feel I have as much freedom there as I do here. That freedom also allows me to surprise players with something wholly new and unexpected.
Hacker Friendly
I am a hacker and a modder, and a world builder. The rules here are simple, without too many bolted-on subsystems. The fortune point system is improved, and there are fate points as well. The core is extremely simple: percentages, tens-modifiers for each ability, and some leveled-wounding systems (for body and mind) that depend on hitting threshold numbers. Armor raises the threshold number.
I don't want a shelf full of books selling me options - while nice to have - are is not something that comes from my imagination. Fewer books, more freedom, a more open and hackable game - that is what I want. Can I do a hex crawl with Warhammer? Yes. Does a game where you build your own world do it better? Of course, this is one of the classic OSR play styles.
Zweihander is progressing, improving, sharpening its presentation, and upping its game.
It is an incredible time to be a fan.
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