Easy E wrote:I saw the title, and immediately thought is was the batsignal for Lance!
It was! haha
Flapjack wrote:Hello,
I am considering buying the core box but I have no experience with roleplay games. I have the core D&D books but haven't played it. In Forbidden Lands you don't play as a great hero, more like an adventurer of even raider from what i have read.
It looks like a light game to me, is this something anyone can recommend to me? I'm hoping running a few sessions of this will prepare me to later on run a larger D&D campaign.
The other reason I'm thinking of buying it is maybe I can use the books and prepared adventures and encounters as inspiration for later.
So, can anyone help me out with their opinions on this game?
Cheers!
Okay.
So, the core box is a great value in general. For you and anyone else who gives a gak the core box costs about 50 USD and comes with 2 faux leather books (the
GM book and the PHB) a booklet for creating characters with a life path and generating new monsters, a map of the area the base game takes place in for hex crawling and a pack of stickers to mark the map with major locations as they are discovered. The locations are not fixed. They can go where ever the
GM decides to place them, though there are places that make more sense than others when you read about the "adventure sites".
On top of that, the game includes some of the best content generation tables I have ever seen.
Just a brief example. This (
https://drive.google.com/file/d/12maZaMGprQQTfQ0-r0oUGWgeeXxOKnir/view?usp=sharing ) is page 2 of about 6 for generating a dungeon.
Now, as far as what players play as. It is more Conan than Lord of the Rings. But that doesn't mean people can't be heroes and whatever. Just that the game as presented with the setting is presented more as rogues and raiders. The setting is semi post apocalyptic in that 300 years ago a major event covered the titular Forbidden Lands in a thing called the Blood Mist. People who enter the Blood Mist tend to either never be seen again, end up dead, or worse.. survive. It mostly comes at night... Mostly (reference intended). And it cut off wide spread travel for about 300 years. At the time the game picks up the Blood Mist has just disappeared in the last few years and people are starting to tentatively travel around again. Communities have been isolated for generations. Ruins abound. Treasure that predate the Blood Mist are waiting to be found. But not just for you, the Forbidden Lands is a dangerous place.
It is pretty light on the rules and pretty easy to run and play. But I would argue that this is a great place to run a larger campaign as well. It is a lot easier for players to die in FBL than it is in
DnD. But thats most games.
DnD is really built around the players surviving for the most part. FBL can have players get worn down and broken if they just run around picking fights with everyone and everything. In my opinion this grounds it more and helps the players to play people instead of caricatures. There is a joke about
DnD characters being "Murder Hobos" They have no fixed address and solve all their problems with violence. In FBL that kind of gak is going to get you hunted down and killed.
Now some of the rougher stuff. Being new to
RPGs in general and especially running a game the hex crawl aspect might take you some preparation or getting used to. It's just different from what some people expect and requires the
GM to prepare some quick reference materials so it doesn't slow down the game at the table. It's not REALLY a bad thing. It's just something to be aware of. Secondly, the magic system can be brutal. In that it's very dangerous. With a simple die roll a caster could over step and end up rolling on a critical table called the magic mishaps. Now on the low end of this is a simple increase in reputation (people are aware of you and might recognize you as you gain infamy. Whether that is a good or bad thing depends on who you meet and what your known for). But on the other end of the spectrum you tear open a hole to hell and your character gets pulled in and you make a new character. The
GM might have the character come back later but now an
NPC and... changed. Personally I have house ruled some of the magic stuff to work a little more to my liking, but in general it's again not really a bad thing But expectations need to be set. If a player is like "I'm gunna be a sorcerer and throw fireballs and call lightning!", no they won't. Those kinds of spells are rare if not non existent and if you run around doing that your likely to end up in hell eventually. It's again, more Conan. Where Thulsa Doom is a big strong man who fights with a giant sword and turns things into snakes. But in reality thats also Lord of the Rings. Gandalf mostly fights with a sword and created bright lights. He does almost no fireballs or lightning. Again, the expectations just need to be set from the beginning in your session zero. Prevent the potential disappointment by laying it all out from the get go.
All in all I think the game is great. It's simple and fast and easy to pick up and start playing. The content generation tools are fantastic. If you decide to run the main story buy the Raven's Purge book with it and you could stretch out that story over months or years depending on how you plant the seeds for the story and/or how the players decide to interact with it. There is a lot of compelling stuff right in the core box at a honestly screaming deal for the price tag. If you want the same core systems with a sci fi flavor look up Alien or Coriolis by the same company (Free League).