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About CoheeD

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    Cape Town, Western Cape, South Africa
  1. CoheeD

    New to Grimm

    A bit late on the suggestions, so I won't bother. Interested though, how did your session turn out?
  2. CoheeD


    It is a pretty fun game, and different! However, the game master will have to invest quite a lot of time in planning, since the game support is rather weak. I remember my first introductory session being quite disastrous. If you land up finding a copy, drop a message on the boards and we'll help you out.
  3. It's always been quiet, which is rather unfortunate. As for me, my players are split at the moment now, so I'm considering it might be about time I do a complete restart with new players. I've always been interested in doing a module of sorts, with pre-planned scenarios, encounters and objectives. The problem is last year I soon realised that Grimm is best played using a certain approach. I found it's best to divide the sessions into small objectives, with small areas to explore, a climax, and then a big reward at the end. I remember reading this in the book and I now see where they were going with that. Anything too obviously grand just didn't sit well with me and my players - and I became hesitant about creating a module soon after I garnished more experience leading the game. Now that work has quiet end down a bit, I'll be visiting here more often. Would love to see more input on this issue I found.
  4. Never Say No Off the bat, I'm not saying GMs should succumb to their players every will and wish. Handing them their every desire on a silver platter is bound to destroy the fun of the game. Thats just plain stupid. Instead, try not to say no in situations when a character wants to attempt something or when there may be a dire consequence. If your player wants to attempt a nearly impossible jump across a ravine, some of us will be tempted to simply say "NO!" and move them to a different solution they may not be seeing. I feel it's important to give your players a sense of unlimited freedom, just as in real life - but just like in real life, our actions have consequences which we ultimately learn from. So the scenario unfolds, I the GM say "sure, roll your scamper." and it's no surprise he fails and falls, reducing his wounds to zero. Now he's very unhappy, but at least he won't try it again. Fortunately death is very rare in Grimm, which makes the game a lot more forgiving to players that make idiotic decisions. If you need to "slap them on the hand" so to speak, do it in the story and continue. This freedom will make players feel like they own their own fate, which they do to a certain degree, but in the greater scheme of things, it's the GM in control, but he never lets them know it!
  5. Putting Immersion Back Into the Game Grimm, by it's very nature, is a story-telling rpg and it rightfully should be treated as such. The focus is less about combat and more about the story - and the narrative style that a GM uses to manage the game can make or break the players immersion. If a player fails his scamper, gets hit by the troll and suffers 2 wounds - a GM might say "oh dear, the troll just boosted his roll and managed to hit you, cross of 2 wounds", but a GM that is really into immersing his players might say something like this "The troll contorts his face into a twisted smile and lunges at you, slashing his sharp ugly claws across your arm as you try to duck out of the way. You reel from the surge of pain and start bleeding badly...take two wounds." It may take extra effort to be more descriptive, but your players will thank you greatly afterwards. Be creative and spontaneous with your descriptions, don't be afraid of being too cliche and remember, even the GM can have fun.
  6. Quite honestly, I think this thread will be a hit. I've probably spent countless hours reading articles, watching videos and experimenting myself 'in game' to perfect my role as a game master. No doubt we all want to excel and excite our players with interesting story hooks and exciting adventures, but sometimes we fall flat, something goes wrong, the entire game experience just turns sour - and it's all our fault. I want to make this thread a collection...no, a treasure of useful tips and advice any GM can find helpful in preparing and running a game of Grimm (or any game for that matter). I'm certain many of you have some things to say and I know I do too! Rules Start you post with your topic, clearly mark it! Try not to initiate discussion - too much will detract from the threads intended purpose. Don't write up a tip too long, otherwise most people won't read it. Okay ladies and gents, lets get cracking!
  7. I think your general assumptions are mostly correct. With regards to rounds, I have never calculated time into my rounds (and vice versa) and I think it's best that way since you already have so many other things to juggle while managing a game. If my player created an imagining for 5 minutes, I usually only assess time passing while in narrative, in other words, out of combat. It's best to use your discretion; you'll find it rather easy to feel how much time has passed while your characters play and perform time-consuming actions. When you feel enough time has passed , be confident with your decision and your players will believe and trust you. But if we were to look at, we can safely assume a single round only lasts mere seconds. Don't forget each party acts together performing their individual turns and it would be very rare to have an encounter that has more than three parties, so it doesn't matter how many characters are involved taking turns. Thus the general amount of time that passes during combat is really insignificant. About level 4 Imaginings, yes it might seem silly they last only one scene compared to level 3 (1d6 scenes), but as you said they can be concieved as very powerful and should only last awhile. But be careful, because we are only referring to environmental changes - level 3 item Imaginings last for 1d6 scenes as well, but level 4 item Imaginings last an entire story! That can be a very long time depending on how long your campaign is. I'll be happy to get some feedback.
  8. Laughmask is spot-on here. But I'm interested what restrictions you implemented LM, if any? According to the rules, the imagining level a player could use can only equal to half of their grade level, rounded down. For example, a grade 4 player can only do level 2 imaginings (4/2=2) and a grade 7 player can only do level 3 imaginings (7/2 = 3.5, round down to get 3). With regards to the dreamer, if she picked Imagining as his only iconic core trait ("2 points for 1" I Think I Can special ability) should we apply the rule to him? I have a 4th grade dreamer with a grade 5 Imagination; in normal circumstances I would limit his imaginings to level 2, but since he can spend 2 for every 1 point spent, it enables him to do level 4 imaginings!! He effectively could do the most powerful imaginings very early in the game, which got his team out of a few sticky situations in entertaining ways. What do you think> Should I continue enabling him to imagine the impossible or apply a little restriction? To be honest, I think it's more enjoyable letting him do level 4 imaginings, it makes him feel really powerful and special
  9. Well, we finally made the decision to restrict the rule to Core traits only. In other words, my Normal Kid could pump points across his Playground and Study traits however he wished, but had to keep his Core traits in check. Just hope it works out okay when we start graduating a bit more.
  10. I gotta agree with Laughmask on this one. Less is more! Simple rules and Linear d6: Easy for players to learn and play Encounters are simple and fast (Quick pace!) Less time rehashing rules and more playing! I also find Grimm a refreshing game in terms of story and tone. Running around as kids in a twisted world is interesting, fun and scary. Players have to change their mindset when they play; you can't simply run at the Ogre sword brandished, you have to compensate for the fact you're vunerable children! The horror and twisted fantasy themes are also lots of fun. Imaginings add depth to the game, giving power to players to create unpredictable outcomes and solutions. These things are what I believe enables GMs to create an engaging and fun experience for Grimm players.
  11. Great suggestions guys. We had a game today and what I felt really worked was the Fable game soundtracks, all 3 games to be exact. I found the music had some great tracks covering action scenes, scary encounters and some light hearted exploration. One of my players in fact asked me what I was playing, commenting that it was great for the tone of the game. I couldn't agree more
  12. I hink what Laughmask is trying to say is that it seems a little unfair for the Normal Kid to have virtually no grades on most of his Study Traits. If he wanted to increase his grade in say 4-H, he would have to spend quite alot of points into ALL his study traits (bring them all to 2nd grade first) just to up 4-H. I encountered this problem today in fact when my player tried to create a Normal Kid. We suppose to combat the problem was to invest all the starting points into the study traits, but that still made him a rather weak character in terms of abilities (Very generic, but weak). We suppose he would start becoming more powerful later on, just hope we're right. I understand the purpose of the rule was to make the Normal Kid generic, which it succeeds at, but isn't the normal kid supposed to a black-slate to construct whatever character you want? I certainly feel the latter is definitely being too restricted for my liking.
  13. CoheeD

    Turn Orders?

    Thanks LaughMask. I'll see how the battles turn out when I get a real game running. I wonder if any Admins here on the FFG Forums actually play these games (I would expect them too!) it would be lovely to have their input on these game mechanics.
  14. CoheeD

    Turn Orders?

    So I'm preparing a campaign for my friends, busy reading over the rules and I must admit the rules governing turn order have me rather confused. Example: The kids ambush a troll. I understand my players get to act first, taking two turns each as an advantage. Simple! But I need to verify how the narrator decides what player gets to act first? On pg. 63 the book describes how the narrator must decide the turn order before the players declare what they are going to do (From last to first) but it doesn't describe how the narrator makes that descision? How do you get around this?!
  15. CoheeD

    Out of print?

    You can find prints on Amazon.com, going for around $80. I strongly suggest you get the PDF as it's way more cost effective. Here's a hint, go down to this guys video review of Grimm -> and look out for a promo code in it. I can verify the code still works as I used it 2 days ago and it knocked down my purchase by 20%
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