I’ve been gathering material for a dark, grimm-inspired fairytale sandbox, but I’m having trouble settling on a…

I’ve been gathering material for a dark, grimm-inspired fairytale sandbox, but I’m having trouble settling on a…

I’ve been gathering material for a dark, grimm-inspired fairytale sandbox, but I’m having trouble settling on a system to run it in. My group consists of family members–my children (proud GM dad here), and semi-reluctant wife. Beyond the Wall fits the campaign sweet spot with its playbooks and YA feel. However, I’m forever ruined of d20 style games and I believe DW would be easier for the group to learn. I’ve toyed with the idea of modifying the BtW playbooks for DW or changing the BtW mechanics to more resemble a PbtA game. Thoughts?

11 thoughts on “I’ve been gathering material for a dark, grimm-inspired fairytale sandbox, but I’m having trouble settling on a…”

  1. What kinds of challenges do you want the players to encounter and what kinds of solutions do you want to encourage to those challenges? It might be easiest to start from DW and then tweak it for your setting/goals, but it does start from a D&D inspiration and therefore inherits some of its violent problem-solving roots.

  2. Good questions Dan! I intend on abusing many clichés since fantasy is mostly new to them. There will be strong, easily-identifiable elements of light and dark with a save-the-world tale woven through the narrative. You’re right about violence being the prime means for problem solving in D&D inspired games. Perhaps another system would be a better fit… MouseGuard or an easy-to-learn BW hack with appropriate challenge mechanisms for more than just a hack-and-slash game. You’ve got me thinking.

  3. Legend of the Elements is a fun PbtA game heavily inspired by YA anime like Avatar and Korra. It tends to have a lot of action without being all-murderhobo-all-the-time.

    There’s also Do:Fate of the Flying Temple, which is very similar genre with totally different mechanics.

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