Showing posts with label recommendation. Show all posts
Showing posts with label recommendation. Show all posts

Monday, January 26, 2026

Grimm: The Only Rules-Light Game I Wholeheartedly Recommend

Regular readers know that I'm a rules-dense sort of fellow when it comes to RPGs I like. I enjoy tomes worth of rules that lay out everything from the effects of cold temperatures on a traveling party, to what checks you need to make to swing down on a rope and attack a target at the end of the charge. From how your rate-of-fire on your weapon interacts with an ability to increase one's speed to superhuman levels, to tactical rules for cover and concealment, these are all things I really enjoy in a game.

And I have tried my share of rules-light games in the past. After all, a game is a game, and you should at least try something before dismissing it. And while I've had some fun with lighter games, they never really scratch my itch, or get me excited to come back to the table.

Except for one... Grimm.

I can't recommend it highly enough, if I'm honest!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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What Makes Grimm So Great?


For folks who haven't played the game before, the general pitch is that you all play children who have been sucked into the Grimmlands; an alternate dimension where Jacob and Wilhelm banished all the trolls, witches, night things, monsters, and mad kings found in their stories. Now you need to find your way out, before the terrors of this world swallow you whole... or worse, you become a permanent resident of this place!

The mechanical setup is that you all have classes that reflect the cliques of children (jock, nerd, bully, outcast, etc.), with abilities thematically appropriate to that stereotype. There's some customization available, as well as the mystical element of Imagination, which can become manifest in the Grimmlands due to their very nature, and their interaction with childlike belief.

This version of the book was also written by Robert J. Schwalb (of Shadow of The Demon Lord fame), and it was a slimmed down version of the original Grimm game which was originally released as a D20 Modern port. For those who care about gaming pedigree, and such.

Welcome to the checkerboard kingdoms, kids.

They key that unlocked this game for me, I think, is that a simplified rules system really plays into the fact that your characters are somewhere between 10 and 12 years old. They're individuals, yes, but they're still very broad, and they're figuring themselves out as they're thrown into this horrendous situation. As for resolving checks, you have a handful of skills and abilities, and they're measured by a Grade level (playing into the overarching theme). When you want to make a check, you'll roll either 1d6 or 2d6 (the latter for if you're very good at something). On a 2-5, you operate at your grade level in that ability. On a 6 it explodes, pushing you up one, and you roll again. On a 1 it goes down, and you roll again. That's it... you now know all of what you need to in order to play this game!

The fact that it is unrelentingly grim also helped. Because just like the old German fairy tales, there are terrors and horrors lurking around every corner, and your end won't be a pretty one. Just because your protagonists are kids, that doesn't mean they're safe from any of the monstrous fates awaiting them.

I was thinking about this game today because I was looking at the Shadow of The Demon Lord bundle from Azukail Games (which you should check out if you haven't), and I remembered seeing Grimm was available in PDF on Drive Thru RPG, though the hard cover book still seems to be out of print at time of writing. It has a great premise, it's easy to learn, and if you like games that don't pull punches it's one that definitely should have a place in your library.

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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 6, 2022

Looking For a Change of Pace? Grab a Copy of XCrawl!

We've all had those moments when our group has been on a little hiatus. Maybe it was end-of-campaign burnout and everyone needed a break, or life stuff happened and some members had to move, change jobs, or handle any of a dozen other things. But when you're looking to get the gang back together, you often want to do something a little different to bring some zest to your next game. Something a little off-the-wall. And if you've been looking for a spark to re-invigorate your group, then might I suggest trying out XCrawl if you haven't done so yet?

Seriously, this thing is a ball!

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

What The Hell is XCrawl?


Some of you may have come across this game before, or seen me talk about it in older entries on this blog. However, if you're utterly unfamiliar with this game, the elevator pitch for XCrawl is that it's what happens when WWE has a baby with DND. In a modern fantasy version of our world, dungeon crawling has become a major, televised event with Dungeon Judges lording over their arenas, and "crawlers" becoming one part celebrities, one part athletes, and one part stage persona as they compete for the public's viewing pleasure.

And as they say in Gladiator, you aren't the best because you kill quickly... you're the best when you win the crowd! Which is why crawlers tend to have signature moves, grandstanding and mugging checks (for playing to the audience or the camera, depending on), ring personas they can build up like legends in the minds of the audience, and why it's just as important that you look good when you win as it is that you win in the first place!

And the crowd is hungry for entertainment!

That is a pitch that sticks in your head. Especially when you consider that XCrawl is set in its own version of the 1980s (ish) where you add in elements of The Running Man, the rise of corporate power, and all of the social pressures going on in the American Empire outside the arenas themselves. This can give it a feeling that's almost akin to Shadowrun, especially if you start getting into political corruption, the false face of sports empires, market backstabbings, and whether the games are being used for nefarious purposes. So while you can run a campaign that's just televised dungeon crawls, you've got options for things you can do beyond that as well!

Now, I found the XCrawl core rulebook sitting in my hobby store years ago, and it was for the 3.0/3.5 version of DND. However, Goodman Games has ported this setting to a variety of different systems, including one for Pathfinder Classic for folks who want all the conversions done for them. There's also add-ons that cover additional aspects of the game and the setting such as XCrawl: Sellout which has additional information on gear, agents, fame, and more for players, along with adventures like Dungeonbattle Brooklyn for GMs who just want to pick up and play.

A Few Episodes or a Season, It's Up To You!


I've run XCrawl on and off over the years, usually as a one-shot for a convention game because its premise is absolutely wacky enough to get folks to sit down and play, but it doesn't wear out its welcome by the time the final boss falls. It's also flexible enough that you can make up shows, such as the one-shot I ran that I titled Jersey Shore: Undead! as a way of making fun of both reality TV and the way The Walking Dead had utterly saturated pop culture with zombies.

However, the current idea came from a line in the core book that I'd seen before, but forgotten about. To paraphrase, it recommends starting characters off at level 3 if they're going to be a Division IV team (which is where the death games come in). While you could run a Division III game if you feel you could make it interesting and engaging, the stakes are much smaller in arenas that are geared to be less than lethal.

And since I was still rolling with ideas after my Let's Talk About Non-Lethal Damage in Pathfinder post, I figured I'd actually go against the rulebook's recommendation and start my team off at the beginning of their story in the games. A Division III event called the Mall Crawl!

And you thought YOUR Black Friday sucked...

Because while the world of XCrawl is absolutely bonkers, I wanted to bring a gaggle of new players in at the bottom rung. They're discovering who they are, forming their team (in order to gain access to the precious Mojo that lets you spend resources for bonuses during the game), looking for sponsorship, and getting their feet under them... sure, that hobgoblin might not kill them, and that booby trap they set off is likely to be a firehose instead of a spiked pit trap of death, but they're going to have all kinds of stuff to deal with... like the judgment of the crowd when a bunch of nobodies step into the ring!

Anyway, I wanted to talk about that this week because I'm digging through the rulebook for the first time in a while, and whatever your preferred edition of the game, I think this is a setting that more people should really check out for themselves!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, January 25, 2021

5 Rules Light RPGs (That I'd Actually Recommend Playing)

Most regular readers know that, given the choice, I will take a rules-heavy RPG over a rules light one any day of the week. I enjoy being able to really tinker with systems, customize characters in meaningful ways, and explore a wide and varied toolkit of options. With that said, I understand there are also players out there who like a game they can pick up and play with minimal learning curve, and who don't need an extensive underlying skeleton to enjoy the game; they just want to get into the action.

If you're one of those players (or you just feel the need to put your complex planning instincts on a shelf for a little while), there's plenty of stuff out there to try. And if you haven't tried the following games, these are a few that I would actually recommend along with what I think makes them a cut above the competition.

#1: Grimm


Get your hands on it if you can.

Sadly it seems like Fantasy Flight's Grimm is out of print at time of writing, though I'd highly recommend checking back from time to time to see if a copy resurfaces... because this game is great!

Originally a complicated offshoot of the D20 Modern line, Fantasy Flight stripped Grimm down to its essentials. Players take on the role of children lost in the horrific realm of the Grimm Lands, and they have to figure out a way to survive and escape using only their wits and imagination! The game takes about 10 minutes to learn, and really takes nothing more than 2d6 to play. It's cut down, super simple, and the world it's set in is strange and bizarre enough that the archetypal nature of the classes sort of fits the theme. While the kids are still characters, they're also very clearly being pressed into broad archetypes of children, and allowed to fill traditional roles in a story.

I gave this one the top slot for a reason.

#2: Feng Shui


Hong Kong action theater, anyone?

Feng Shui was the first time I'd ever played a rules-light game, and it was an engaging experience. Billing itself as a Hong Kong action style game, it's far more concerned with the story beats, cinematic descriptions, and awesome look of a scene, rather than in overly complicated die rolls, precise distances on a map, or the exact radius of the explosion caused by the grenade you threw.

What really makes this game work is that it leans into the cinematic conceit, making it something of a ball for fans of action films who want to let loose their inner John Woo. My two cents, that's the key to enjoyment; if you lose that, "This is supposed to be a movie," feeling then the game is going to start going sour pretty soon.

#3: Savage Worlds


If you're going to get one game, get this one.

Some folks might argue that Savage Worlds doesn't belong on this list because it provides you with a huge variety of options and game genres you can play. However, a rules light game is one with relatively simple mechanics, and in my experience you can teach someone to play this game in about half an hour or so. Most questions they've got will be completely answered within the first hour of a given session, and from that point onward they're good to go.

Where Savage Worlds really excels is in the sheer variety of genres and settings it offers, all using this simple, near-universal system. Whether you want to do Weird West shenanigans in Deadlands Reloaded, or you want to stalk monsters through the London back alleys in Rippers Resurrected, there's something for every taste with this game!

#4: Pie Shop


This is one of the weird ones.

Pie Shop is one of the most bizarre RPGs I have ever played. In case the Sweeney Todd reference didn't give it away, you and all the other players are serial killers. There's no metaphysical happenings, no demons, no vampires... you're all just deeply disturbed individuals who feel a compulsive need to murder other people.

What makes Pie Shop so strange is that in order to create a workable premise for a party (since serial killers so often work alone) you almost have to put together some bizarre, fantastical setup. Whether it's a dark web gladiatorial bout, or a government experiment using murderers as disposable assassins, or some underground convention of crazed killers, it can get ridiculous.

My two cents; embrace the discomfort of the premise as it's delivered. This is a game for adults, and if you feel squirmy playing it don't worry... that just means you're not really a serial killer on the inside.

#5: Dread


Ah... we meet again.

If you haven't heard about Dread, what makes this game infamous is that it has a particularly unique mechanic. In short, it uses a Jenga tower instead of dice, cards, or something else to determine the results of your actions. Even if you're good at moving the pieces in one of these tower games, the very mechanics of Dread means that sooner or later one of your actions is going to fail. And when the tower comes down, that's lights-out for your character.

That said, if you want to give the rest of the table a chance, you can opt to knock the tower over to sacrifice yourself to save the others.

I will add a caveat to this endorsement, however. Because while Dread is a phenomenal system for running one-shot horror games where it's likely that most (if not all) of the characters are going to die horrible deaths before the night is done, the game is not really good for anything beyond that. This makes it an extremely niche activity that's really more use for seasonal one-offs or occasional light fare... you're not going to get a long-running campaign out of this unless you pull a Friday the 13th and the only recurring character is whatever monster the GM keeps killing you all with!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!