25 June 2022

First Impressions - Grizzled Adventurers

Grizzled Adventurers, the latest game from Flatland Games

You don't need this book but I'm really glad that it exists!

"Grizzled Adventurers" is the latest release from Flatland Games, the publishers of "Beyond the Wall" and "Through Sunken Lands". I've previously reviewed the latter on the blog, and also covered it in the after action report from Furnace 2021. You may recall that I liked it.

Grizzled Adventurers takes the playbook based character and scenario framework approach used in their previous releases and applies it to dungeoneering, providing a 'pick up and play" route to mid-level adventuring. You have a mix of hardened veterans out for loot. It's perfect for a one-shot. 

Physically, the book is the same format (8×11) used in their other releases, with similar trade dress and layout. It has 90 pages of content, with a further two pages for the OGL and an advert for their other lines.

Mechanically, the game engine is the same as that used in Beyond the Wall and Through Sunken Lands. I've covered that in detail before, so let it suffice to say that it's an OSE-style light D&D, with ascending Armour Class and a variant spell system with cantrips, spells and rituals. It's also got an interesting stance option for combat that reminds me of "The One Ring".

Characters are created at the table, with players building ties together. Lingering scars from past adventures are revealed (they are 'grizzled adventurers', after all), along with the fears that they carry from previous narrow escapes. Finally, each character has a link to another player, a rivalry which means that they want to show off. The final characters will be warriors, rogues or mages, in a range between third and fifth level. Strong enough to be brave, but weak enough not to be foolhardy.

The adventure itself will kick off as they reach a location where they believe they will find the MacGuffin, an item which has led them on this adventure. The location may be a dungeon, but whatever and wherever it is; it will be dangerous.

The GM will have generated the MacGuffin from the treasure tables while the characters are being created. They then pick a map from the selection in the book (all of which are Dyson Logos ones) or from another source and locate the MacGuffin on it. The dungeon is populated using one or two sets of monsters, thematically linked together in a group, and the finishing touches are added using the traps and special features table. That's it, done.

Yes, you could to this yourself using OSE, D&D 5e or another game but it's quick, effective and sitting here ready for you. The final stage of preparation is to describe the MacGuffin to the players and ask any mages if they want to cast any rituals before they enter. Once this is done, you're underway, entering the dungeon for a final score.

That's it. Simple preparation for an evening of fun. it's a very slick ruleset and reference to bring a game to the table that's just a bit of fun. Perfect for an evening when some players can't make it or at a convention.

You probably don't need this, as you likely have all the tools to do it yourself, but I recommend that you get it. it's a lovely package that will get you to the table with a set of adventurers with a shared history and a coherent scenario with a minimum of effort. Perfect for a busy GM.

Recommended

25 June 2022


Grizzled Adventurers

 

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