Teach Your Kids To Game Week may technically be over, I’m
not sure how that works, but I had one more review I wanted to post for that
reason that I didn’t get to earlier this week: Grimm by Fantasy Flight Games.
WHAT YOU SHOULD KNOW: The version I am reviewing is the
standalone, non-d20 version from 2007, that is apparently long out of print
(with Amazon prices in the low $100s). The PDF is available on RPGNow for $20.
This review is of the hardback version of the book. Grimm is an RPG about kids
being sucked into a fairy tale world where the fairy tales have gone twisted
(slightly more so than the original versions in some cases, anyway).
Fantasy Flight RPGs, at least at the time, used a common
format of a full color flavor section at the front of the book, followed by the
rules and such in black and white.
The world of Grimm is one in which the Brothers Grimm
stumbled across the Giant trapped in the beanstalk, and forced him to give them
a mystical book full of tales that had yet to be completed…and as they
completed those tales they created a new world, The Grimm Lands. Kids occasionally
find their way to the Grimm Lands, where they become what other people define
them as: The Jock, The Nerd, The Bully, The Popular, The Outcast or The
Dreamer. Inside the Grimm Lands they find humans (who are also more archetypes
rather than full people), talking animals, mythical monsters and stuff that is
truly bizarre (The Moon will purposefully shine its beams on you to alert
predators to your location).
In character creation, you use one of the six archetypes and
customize your character, spending 8 credits to increase your Traits, which are
grouped together as Core Traits, Playground Traits and Study Traits. You can
even lower one Trait to raise another. Traits use “Grades” as their level,
ranking from 1st Grade to 12th Grade. You also have a
single Iconic Core Trait, which is the Trait that most clearly defines you, and
gives you something extra you can do with that Trait. Then you can select
either a single Talent, or a second Talent called an Origin Talent, which
provides a bonus while inflicting a penalty. As you finish a story arc, your
Personal Grade goes up, giving you more Wounds, 8 more credits, and a new
Talent.
The Bully is a fighter who is at an advantage when he’s
either ganging up on an enemy or intimidating those smaller than them. They
can, however, learn to become a Protector, learning to interject themselves
between a weaker ally and an opponent.
The Dreamer has trouble focusing on the “real” world…but
that’s okay, because they are no longer in the real world. Dreamers can cast
spells spontaneously and eventually imagine themselves into being the True Hero
they always thought they were. However, they are more vulnerable than most to
charms, spells and illusions.
The Jock has a undeniable Will To Win that the others don’t,
a by-product of their sports focus.
The Nerd is physically lacking, but can actually force logic
into the Grimm Lands, fending off some creatures by filibustering it with an
explanation of how it shouldn’t exist.
The Normal Kid is so normal that he fades into the crowd.
You probably don’t even remember that he was at your birthday party. The Normal
Kid is always the one the monsters of The Grimm Lands focus on first, though.
However, the Normal Kid can pick up Traits and Talents from other kids (when
they are knocked out), and can eventually assume an Unusual Heritage (three
sample ones are provided, including being Grimm Lands royalty, being a werewolf
and being a fairy, though the GM is encouraged to create a unique one for the
PC).
The Outcast just never seems to fit in, though this allows
them to become the rogues of the game, slipping in and out of the shadows,
picking pockets and deceiving others.
The Popular Kid can shred others’ self confidence, and can “go
with” another character (PC or NPC), increasing their stats and self-worth by
doing so. Of course, breaking up has the opposite effect on the poor character
that the Popular Kid dumps…
The Core Traits cover Cool, Pluck, Imagination, Luck and
Muscle. Each entry not only describes when the Trait might be used, but
provides sample difficulties and a special use of the Trait for those that have
selected it as an Iconic Trait (like using Muscle to shake off all Wound
Penalties for a scene). Playground Traits are things like Hide, Seek, Scamper,
Scrap and Throw…essentially, Traits you would use when you *do* stuff. Study
Traits encompass 4-H, Book Learning, Boy Scouts, Country Club, Gaming (which
covers everything from the rules for checkers to turning a witch into a frog), Home
Ec, Industrial Arts and Juvie.
The Origin Talents include The City Kid (+2 to Grades while
in Civilization, but -1 in the wild) or Home Schooled (which gives a bonus to
Study Traits but a penalty rto Scamper and Throw).
General Talents cover a lot of ground, like Against The Odds
(where you stand up to something that should overwhelm you), Cute As A Button
(which can force even monsters to pause before attacking you), Dr. Doolittle
(which lets you acquire animal friends), Grip on Reality (a bonus against
illusions), I Don’t Want To Grow Up! (improve two Playground traits at the cost
of a penalty against despair or temptation), In The Nards! (double the effect
from a cheap shot), Spoiled (throw a tantrum to gain a bonus to certain rolls),
Taunter (to get under people’s skins, of course) and many, many more.
The mechanic is called the Linear d6 system and works under
the assumption that you will almost always perform at your level of ability.
When you roll a die, you roll a d6, and on a 2-5, you perform at your listed
level of ability. Roll a 1, and you perform at a Grade lower…but you also roll
again, and if you roll another 1, it’s at ANOTHER grade lower. Repeat until you
stop rolling 1s. So it is possible, but not likely, that a character with a 10th
Grade rank in Seek may perform at a 2nd Grade level by rolling very
badly. Alternately, if you roll a 6, your performance goes up a Grade and you
roll again…another 6, another boost, until you stop rolling 6s. Now, there are
other things you can do to affect your rolls, like having relevant Talents or
Focusing to increase your Boost range.
In an interesting bit, everyone is assumed to only have a
single d6, with the GM providing all bonus dice. When you are helping someone
else perform an action, you don’t roll…you physically hand them your die as a
symbolic gesture saying “Hey, I’ve got you.”
Action Scenes begin with a Dramatic Moment (Ambushes,
Scares, Surprises), then goes into determining Turn Order (usually deciding who
should logically act first), declaring actions, then performing actions.
Combat is surprisingly tactical, with options for fighting,
evading, guarding and so on…and even multiple movement options (like
intercepting an ogre trying to crush your Nerd buddy).
The equipment chapter generalizes a lot of things (light
hand weapons, heavy hand weapons, so on), as well a general equipment list
straight out of a D&D player’s handbook…but also includes Keepsakes (like
crayons that let you draw a door that lets you pass through a wall, a baseball
bat that lets you turn any small object into a missile weapon by tossing it up
and hitting it, or a flashlight that can pierce illusions as well as darkness).
Even more potently, there are Talismans like a Bag of Breadcrumbs (which leaves
a trail but summons crows), Crystal Slippers (that provide a bonus to Cool
tests, unless they have the Spoiled Talent), or the Sword of St. George which
is a Big Time weapon but requires a pure heart.
Characters who have Imagination as their Iconic trait can
use Imaginings, which go up in levels (Level 1 might provide a candy cane “found”
in your pocket, Level 2 may heal your of two wounds, Level 3 can cause it to
rain and the only upper limit is decided by the amount of Imagination
expended).
Magic is also important in the Grimm Lands, though using
Magic weakens kids and can actually change and warp them over time. There are
six types of Magic, ranked in six Circles. Artificers can make an object immune
to normal damage at the 2nd Circle, for instance, and can turn straw
to gold (or any other material into another) at the 5th Circle.
Enchanters can cause people to become fascinated with them at the 1st
Circle, or Worship them at the 6th Circle. Guardians can Inspire
people at the 3rd Circle, or raise a Ward from the dead at the 6th
Circle. Seers can get brief flashes of the future at the 1st Circle,
or pluck information from people’s minds at the 6th. Witches can
cause Blemishes that can get worse with higher Circles, and even utterly
destroy villages that have offended them at the 6th Circle. Finally,
Wizards can Summon creatures to their aid, unleash powerful Blasts and grant
Protection. Note, in every case these are just samples of each Circle.
The GMing chapter targets how to make a Grimm Saga, starting
with the Goals: Presumably, the kids want to escape…but maybe they want to heal
the Grimm Lands, or maybe it’s not about an ultimate goal, but about the kids
growing up. Tone is also discussed, as Grimm has horror, fantasy and adventure
elements, but you can also make it light hearted, especially in parts.
One handy section provides ideas on how to give each
archetype room to shine, like Bullies having to whip a town into shape in order
to fight bandits, The Normal Kid having the one Trait needed to accomplish
something because the other kids are so over specialized and so on.
The setting chapter immediately sets out to flip the fairy
tales on their ears. For instance, gnomes have hollowed out the Beanstalk, and
use it to help those willing to pay the price travel from one part of the
kingdom to another. The Checkerboard Kingdoms is the place where all the
kingdoms that were sucked into the Grimm Lands were forced into one area, each
taking a perfectly square position. The Glorious Empire is ruled by The Emperor
with No Clothes. The Land of Fear is ruled by the Fearless King and the only
village is haunted constantly. The Great and Awful Forest has magical streams
that can poison you, give you the ability to small magic, heal you and more…and
the Forest is also the hunting grounds of the Big Bad Wolf. It is also home to
The Cottage of the Three Bears, The Gingerbread House and the old woman who
used to live in a shoe. The Rioting River has the London Bridge, barely being
held together by blind mice, as well as the River Styx. The Sea is a haven of
oddities and exploration, with this section filled with random charts to roll
on. The World’s Edge Mountains is home to Snow White and the Seventeen Dwarfs,
as well as the Headless Knights of the Headless Heights.
The bestiary covers animals, carnivorous plants, faeries of
all types, giant bugs, giants, living objects, trolls, and knights…as well as major characters like
the Big Bad Wolf, Cinderella, The Dragon, The Rotten King, Mother Goose,
Rapunzel and more. And just about every one of them are twisted in ways that
are pretty horrifying.
The book concludes with a few summary charts and an index.
WHAT WORKS: I love the archetypes. The world is very, very
expansive and has a lot of room to play around in. Great production values
(love the picture of the Wolf Man being kicked in the nards). Plenty of options
without getting overly complicated. I always like a magic system that has a
little risk to it.
WHAT DOESN’T WORK: Imagination may be a tad overpowered, as
may the Dreamer archetype in general. Despite often being promoted as being a
suitable RPG for kids, the default Grimm Lands may be too dark for that. Grimm
was originally a setting for the d20 system, and you can still see a few
d20isms floating around in it.
CONCLUSION: I was a big fan of Fantasy Flight Games when
they were producing stuff like this, Dawnforge and Midnight. The Grimm RPG line
only ever had the one book released for it, but it is really complete with
enough material in the book to run a full campaign and enough examples for you
to expand the game if you need to (such as with Keepsakes and the like). The
biggest flaw that the game has is that it doesn’t make a compelling case to not
use Imagination as your Iconic Trait or pick The Dreamer over the other archetypes,
from a min-max standpoint. Grimm seems like it could be amazing fun for groups
willing to play kids…especially since the kids definitely have the ability to
kick butt as they grow.
This does sound interesting for the kids. Maybe me too. Have you ever played the The Zantabulous Zorcerer of Zo? If so, how do they compare?
ReplyDeleteI haven't, no. Heard of it, but never had a copy.
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