This is coming a bit late, but back in late October/early November of 2025 I ran Eat The Reich for my group. We stretched it across three sessions which felt just about right for our group and available time each week. It sparked some interesting discussion and thoughts afterwards which (hopefully) are worth sharing.
First off just to be clear where we're coming from: Fuck Nazis, including Trump, ICE, MAGA and anyone who supports them. At this point in time there are no excuses. I don't care that you wanted tax cuts, Renee Good and Alex Pretti's blood is on your hands.
That said, the quick summary of Eat The Reich - your PCs are a bunch of commando vampires. They're gonna land in occupied Paris, kill a whole bunch of Nazi scum and drink Hitler's blood.
The focus is on stylized, fast paced action, killing as many Nazis as you can, as gruesomely as you can. The graphic design is great and gets the ideas across amazingly. During the Kickstarter I sprung for the version with a pack of full color character sheets and maps, so was able to give each PC a brilliant full color handout. Each of these is packed with details in both the art and writing, and really gets across who each character is supposed to be1.
Overall this delivered for our group. The rules are relatively simple, with a shared narrative-control structure focused on building opposed pools of d6s, rolling high and then spending them to do stuff. I was a bit worried for the first half of session 1 that it would feel flat and turn into just rolling dice over and over without any interesting decisions, but it picked up quickly. The first few areas are structured somewhere between "tutorial" and "chance to show off as you make a grand entrance", but as the PCs get deeper into Paris they encounter locations and enemies that are structured such that (for us at least) felt like they were able to engage with the fiction and system just the right amount. I did make some tweaks as we went along which I discuss below.
We ended up with one of the more memorable conclusions of any game I've run, featuring a vampire necromancer Truly Repenting of his sins in order to fuel the power he needed to take down the big bad. We played over the course of three short weekly sessions which felt good - there were natural dramatic break points during their journey through Paris, and not pushing to do too much in one session let us old folks get home at a reasonable hour on a weeknight which is always nice. Three sessions did feel like the right limit as well - I'm not sure there was enough structure to support going beyond that without things starting to feel samey. The book has suggestions for potential follow up missions, but everyone felt like completing Paris and killing Hitler was just right. The system doesn't really support doing much of anything beyond straight up killing, and no one was motivated to just do more of the same in a different location.
System and Rule Changes
A few things I did while running that seemed to work out well:
- The rules as written are pretty loose with "roll the dice and then narrate/spend them however you want". We gravitated towards a tiny bit more structure over time. We landed on "it must be clear what your primary intent is" before any dice are rolled, and then enforced that you had to spend enough successes to make progress there before spending them anywhere else. This helped give a bit of meat to the narration and kept some momentum. It may be just my players, but without this rule there was a tendency to always spend on Defending yourself first. Whenever the enemies rolled good, this lead to turns of nothing happening. Being forced to spend some dice on other objectives made the scenes more dynamic, with the players both making progress on objectives and sometimes taking wounds they had to deal with.
- I wrote the name of each enemy squad on an index card, along with their powers, but didn't define what the powers actually did until it came up in game. This worked surprisingly well as it gave the PCs a good sense of the flavor for each of them but left enough mystery for some surprises and groans.
- I don't have a great solution here, but we did feel like the map could use a bit of structure or rules or something. As-is its a combination of the players having no information other than the name of each location + where they can go next is completely GM fiat. My PCs had lots of questions around whether they could skip around, why they couldn't just go straight to the Eiffel Tower, etc. Not a huge deal and you can certainly get by with the GM just decreeing what happens, but they felt like it made the map into a pretty prop that had no real effect on gameplay. I could imagine some kind of pointcrawl mechanics, or signaling to the PCs "you can get weapons here, vehicles there, etc.", but there is a real risk of overcomplicating something that isn't the main focus of the game.
Conclusion
We enjoyed it, and I would happily run this again with the right group! One of my regulars sat this one out due to not really wanting to engage with ultraviolence and gore (fair), but everyone else had a pretty good time. Other than the intro scene which I had scripted out a bit it didn't even end up being super violent - there was enough going on that no one really took the time to describe the various murders in much detail. But there were definitely an awful lot of dead Nazis, and we can all agree that's a good thing right?
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Footnotes
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Not that any of the characters are terribly deep - they each have a "this is how I kill Nazis" schtick, and lean into it hard. ↩