So I have been trying to track down Grimm for quite a while now and I finally got a copy. I have been in love with the idea of this game since I first heard about it a few years back. Now the world of the game I love but... I'm not sure about the system. It's been about ten years since I have ran a game but I swore if they ever made a warhammer 40k rpg I would get back in the role playing. So far I've run a few sessions of Dark Heresy and it's gone pretty well. Getting back to Grimm I love the simplicity of the linear d6 system but am a bit over whelmed by some of the rules. Today I sat down and wrote myself a little cheat sheet just to get it all straight (love ffg games but rule books they don't do well). As I've been trying to figure out the system I have read several posts on this forum and it seems some folks feel the need to change some of the rules that they feel don't work (ie- +1 wound for every grade over target instead of 3, omitting weapons combat moves, etc). So my question is does the game work as is or are house rules and changes needed to run the game??? Now I know that is a loaded question but I think I have the perfect group for this game and I want to keep them interested. If at the end of the session they think the game is broken, Grimm will just become another dusty book on my shelf.
Also has anyone made any player/narrator aides they would be willing to share? Storytellers screens and the like :0)