The Village is made of rust, oil and steam. Every corner is jagged, catching and ripping clothes. Thick black clouds of smog keep the sun and moon far away from the Village and no waves ever roll up on the shore. The sea sits like a corpse, its dark waters still and silent. Iron clocks hang over the streets, clicking away the hours, but none of them tell the same time.
The children are not alone in the Village. There are two others. One of them lives in the tall house on the hill, sending a deep shadow across the center of the Village. The children hear the tinkling of an out-of-tune piano and the garbled voice singing along with it. Songs of gleeful murder, songs of graveyard dances.
Then, at night, he steps from the front door, his hat on his head, his cane in hand, and he walks through the Village's cramped streets... (from the description on Drive Thru RPG)
The biggest problem with the story of Schauermarchen is that the author has a clear lack of knowledge about children. The children presented in the story are fearful creatures who scrounge through the ruined village crafting rudimentary tools and not really getting anywhere. That's not children - especially not children in large groups who have little interaction with adults. Children are inventive and they will find a way to do things that most adults couldn't even imagine attempting without a four year college degree. Instead of taking that into account the author presents the children in a limited way and creates a situation wherein the children are absolutely powerless to effectively harm the Bad Man (or Grinning Man as he's referred to later) without a large amount of meta knowledge.The author presents the children in a limited way that does not take into account their natural creativity, nor their violent and devious natures.
That isn't good game design but rather a bullshit cop out to effect a situation similar to the Slender Man games wherein the player is powerless to affect his situation.
the only interesting thing about the game mechanics is that each person is able to effect the narrative of the game by their success