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Grim Castle Rules $8.00
Average Rating:4.7 / 5
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Grim Castle Rules
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Grim Castle Rules
Publisher: Mason Waaler
by Tom W. [Verified Purchaser]
Date Added: 12/26/2020 13:47:18

This is a highly customizable, pointbuy, mana system D&D clonesque RPG that I am here for. I will stan this system til the day I die. If you are interested in getting out of the boxes that cause all sorts of inane design decisions related to class ownership of weapons, abilities and character development; if you are sick of vancian magic systems requiring you to consider spell-slots; if you sigh everytime you consider that one class isn't smart enough to know how to stab with martial weapons but can figure out the mysteries of the universe; then this book and this system is for you. Mason Waaler has retained the classic D&D feel but elevated the execution to the standard that helped wake up from the fanboy fog back when other systems started to take the spotlight from D&D back in the 80's and 90's. Take control of your character and their advancement. Get this inexpensive, easy to learn masterpiece for your DM and shatter their preconceptions of what a fantasy game should be.



Rating:
[5 of 5 Stars!]
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Grim Castle Rules
Publisher: Mason Waaler
by Cold C. [Verified Purchaser]
Date Added: 02/03/2020 19:21:13
This game has a lot of charm. It's not just nostalgic, and it doesn't just clone the old basic OSR rules. It's mechanics are most unlike OSR revivals, but the old school vibe and charm are there in spades. The magic system is simple and cinematic. These rules are complete, covering all of the needs of a full campaign. Now let's talk about why I love the system. It's built entirely on attributes. Your attributes are your defining scores. They are also your skills, your saves, and your aptitude. It uses levels but it is classless. You build your character with abilities, which are like your class abilities. You can acquire these abilities if your attributes are high enough. The magic design is pretty brilliant. It's mana based and uses a set of schools, which is creatively original. These schools aren't defined so much by the effect of their spells, as by a schtick or nuance of a tradition. It feels like the schools you choose define your character in a more immersive way. The effects of the spells you'll choose are quite cinematic. They really seem to depict the character of fantasy movies and literature. The rest of these rules are done well. Everything is well rounded. Nothing oversimplified. The injury system also adds a lot of character to the storytelling. A long lived character may have difficulties because of old wounds, and if you get one it's likely you'll remember what gave it to you. This game is a really enjoyable understated gem. Every element of an excellent OSR game is here. Every nuance that you want an OSR game to have Grim Castle rules has. It actually seems to have been built according the mood of play, that you want to have in an OSR game. It's the primary ingredient, and everything else conforms to it. You have plenty of innovation, and just enough new school mechanics to simplify it. This is the game I wish I remembered playing, when I was young. I think I've purchased almost every OSR on Drivethru, and this is the one I most want to play. It's renaissance not revival, and that's what's really great. The Grim Castle rules revive everything you'd want to revive, and innovates everything quite simply. Even though it's new to you, these rules are so intuitive that you'll feel familiarized with them almost immediately. Try this out.

Rating:
[5 of 5 Stars!]
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