Naps Don’t Heal Stab Wounds: How Zweihander Grim & Perilous RPG Distinguishes Itself from D&D (from Escapist Magazine)

Creator Daniel D. Fox recently wrote an article on Escapist Magazine, talking about the differences between Zweihänder Grim & Perilous RPG and Dungeons & Dragons. Within it, it goes into how Zweihänder treats the aftermath of battle, and the psychology of characters. From the article:

Grim & Perilous Gaming Daniel D Fox Encounter Roleplay Blackhearts Zweihander RPG Powered by Zweihander #TetsuboRPG Tetsubo RPG tetsubo.com main gauche RPG MainGauche grim & perilous srd.grimandperilous.com zweihander rpg #ZweihanderRPG #MainGauche #GrimAndPerilous #GrimAndPerilousLibrary grimandperilous.com warhammer fantasy roleplay retroclone warhammerfantasyroleplay.comWhat does grim & perilous gaming even mean?”

This is a question I usually hear as someone lifts up the 4.5-pound Zweihander Grim & Perilous RPG tome at my local gaming store or jumps into a conversation online about dark fantasy games. It is an immediate gut reaction some people get as they look at the cover: that “grim & perilous” implies this game isn’t going to be as pleasant or fun as other tabletop role-playing games.

But the words plant a seed into other readers’ minds, telling them that this game won’t be like any other they’ve experienced before. In Zweihander there are real consequences for failing dice rolls, and we often like to joke that “naps don’t heal stab wounds.” The choices you make for your character won’t have the rippling, world-spanning implications found in traditional tabletop role-playing games. Instead, they will change your character in a way that alters their psyche, outlook, and values, both mechanically and narratively…

Read the entire article at Escapist Magazine