After years of it being in digital storage, I finally printed out and read my copy of Zweihnader Revised Edition. Reading the almost 700 page tome took my fifteen days, though I must be frank and note that the writing was crisp and chapters passed quickly. That said I did skip a lot of details.
I can say the following. First of all, the grim and perilous theme does not work for me. I already know it would not work for most players of mine, but I must confess despite my affinity to the War-hammer Fantasy Roleplay setting, it did not click for me. Nothing in the writing made me say, hey I want to play in such a world.
Second, what I suspected from my foray into quickstarts for various RPG systems, holds for me. Either I have grown out of it, or a re just too lazy for systems that use too many distinct mechanisms for various aspects of role playing. Zweihander has distinct mechanisms for combat, chases, social intrigue, and wilderness. I just think that for me the system should be able to accommodate everything within the same mechanical logic.
That said! If you are cool with grim and perilous themes, and especially if you are new Game-Master this really is a great book and system. The structured play for Combat, Social Intrigue, Chases, and Wildness makes setting up adventures easy! There is everything you need in this one tome. Bestiary, advice for the GM, complete magic systems, and tons of random tables to help you along. Really, I cannot stress how friendly to a new Game Master this book is. The only issue is that it is not as setting-agnostic as it claims to be. The Magical System is defined by a WFRP inspired logic , and the game assumes polytheisim or pantheisim in a background. Of course the GM can make changes, and pick and choose what they want for their own setting, but that requires a bit more of an idea of what you want, and how the system works for you.
Making characters was fast, and the grim and perlious system (random generation) created a fun character that easily generated a backstory (mine was a burgher weak-bodied Ogre slayer. The back story I gave him, is that he was part of a Ogre family trading company that was destroyed in an attack, and where his physical weakness made him feel inadequate and led him down the slayer path).
The campaign setting ideas were okish, I found it funny how much their own setting is inspired in my opinion by Tactics Ogre: Let us Cling Together, and loved the idea of the Gangs of Kharabo and their homage to the classical film "The Warriors". But nothing that stood out. The adventure included does a good job of introducing the logic of the game, but I felt it was bit aimless.
All in all this is a nice product. A really good starting book for new Game-Masters, and a system that can be used for many interesting settings, but with some work. I recommend you read it if
1) You are into Grim and Perilous themes
2) Like D100 systems of old WFRP
3) Are a new game-master looking for a system and book that will guide you well through your first en-devours.
It does not work for me, but it may work for you. Have fun, stay safe and healthy!