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Forbidden Lands - Retro Open-World Survival Fantasy RPG

Started by Manic Modron, September 26, 2017, 11:32:00 PM

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christopherkubasik

Quote from: Skywalker;996676You can now buy an extra map and a set of stickers for USD6.

Since the maps are double sided, that's four times one can play the campaign if you get the second map.

Dumarest

Or just put a clear overlay on your map and you can use it over and over again.

christopherkubasik

#17
Quote from: Dumarest;996685Or just put a clear overlay on your map and you can use it over and over again.

Without doubt.

There will be two schools of thought here:

1. Why would I ruin a perfectly good map?
2. How awesome is that we are making a record of our adventures permanent?

I can see the logic to both sides.

As for the need to buy the map again (especially since it already double sided) as I noted above, I can't see the need for it. If I get Forbidden Lands I plan to play the hell out of it. Perhaps even on and off amid the other games I want to run for my players.

But how many times will I need to run the same campaign? That is a concern for some. But not for me.

Dirk Remmecke

Quote from: ChristopherKubasik;9966861. Why would I ruin a perfectly good map?
2. How awesome is that we are making a record of our adventures permanent?

The poster maps of Greyhawk and Forgotten Realms had lots of empty space, begging for the touch of a pen(cil) to mark additions. All those magazine adventures and modules had to be set somewhere.

I blame collectors for the current state of mind. We are so used to long(-winded) books full of non-relevant setting info and fluff, layout and production values made for reading (or worse, just to look impressive on a shelf) instead of playing. No wonder everything must stay in pristine condition.
This mindset already destroyed comic books.
Swords & Wizardry & Manga ... oh my.
(Beware. This is a Kickstarter link.)

Johnnii

Assuming it works similiar as Mutant Year Zero, the map marking isn't needed at all. You record every explored hex on a log sheet. Although MYZ used squares instead of hexes.

christopherkubasik

Quote from: Dirk Remmecke;996813The poster maps of Greyhawk and Forgotten Realms had lots of empty space, begging for the touch of a pen(cil) to mark additions. All those magazine adventures and modules had to be set somewhere.

I blame collectors for the current state of mind. We are so used to long(-winded) books full of non-relevant setting info and fluff, layout and production values made for reading (or worse, just to look impressive on a shelf) instead of playing. No wonder everything must stay in pristine condition.
This mindset already destroyed comic books.

And I suggest the the legacy map for Forbidden Lands is an explicit effort on the part of Free League to poke that kind of thinking in the eye.

Itachi

We played Mutant a couple times and had a blast. It's a great mix of old and new concepts. I'm curious to see how they do fantasy with it.

Though I will miss the community building aspects of the Ark. It seems the Stronghold will be much simpler in comparison.

christopherkubasik

Quote from: Itachi;996836Though I will miss the community building aspects of the Ark. It seems the Stronghold will be much simpler in comparison.

Interesting. While the community aspects will clearly be lighter, I saw the same potential for gathering resources, making choices about how to spend them, and complications arriving because of the improvements and growth of the stronghold.

From the Kickstarter:
QuoteIf the player characters make it back from the ancient ruins alive, they will hopefully bring gold and other treasures with them. Eventually, they might feel the need to spend that treasure on something lasting - a stronghold of their own.

Having conquered an old castle or dungeon, the player characters can turn it into their stronghold. Using fast and effective mechanics, the players can then develop their stronghold, adding features such as a forge, mill or garden, or stronger defenses.

The stronghold is a place to rest between adventures and a safe haven against the beasts that haunt the land. However, the stronghold needs upkeep and it might also invite the attention of others, looking to steal the player characters' riches.

Many classic fantasy RPGs ran into the problem of player characters becoming filthy rich after much adventuring, not having much to spend their gold on. The stronghold mechanic of Forbidden Lands solves that problem - and creates a slew of new scenario hooks to boot.

So, as far as I can tell, it will generate similar gameplay effects as the Ark-bulding elements from MY0... though they will be different.

Itachi

Chris, I meant the community building aspect, like the decisions for instituting slavery, cannibalism, democracy, etc. that reflected on the Ark. But then it wouldn't fit the new premise anyway. And the Stronghold will probably bring new and interesting dilemmas and choices to manage, as you say.

So yeah, let's see how this one roll out. ;)

christopherkubasik

Quote from: Itachi;996844Chris, I meant the community building aspect, like the decisions for instituting slavery, cannibalism, democracy, etc. that reflected on the Ark. But then it wouldn't fit the new premise anyway. And the Stronghold will probably bring new and interesting dilemmas and choices to manage, as you say.

So yeah, let's see how this one roll out. ;)

I agree with all you wrote!

RPGPundit

The production values are certainly impressive. But I don't think this would likely be up my alley as a game.
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christopherkubasik

Quote from: RPGPundit;997290The production values are certainly impressive. But I don't think this would likely be up my alley as a game.

That's what my reaction was as well, when my friends first started talking up the Kickstarter. And then I read MY0. I'm not saying the game design is anything you want... but I have been wholly impressed by how clever and clean the mechanics are. (As I noted a couple of days ago I'm so impressed by the rules I've now ordered the MY0 card deck, the Map/Counter pack, and got 150 blank dice to make my own dice for my group. I can't wait to run this game for them.)

If Forbidden Lands is as smart as MY0 it's going to be much more than simply pretty.

RPGPundit

LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Alderaan Crumbs

Quote from: ChristopherKubasik;997337That's what my reaction was as well, when my friends first started talking up the Kickstarter. And then I read MY0. I'm not saying the game design is anything you want... but I have been wholly impressed by how clever and clean the mechanics are. (As I noted a couple of days ago I'm so impressed by the rules I've now ordered the MY0 card deck, the Map/Counter pack, and got 150 blank dice to make my own dice for my group. I can't wait to run this game for them.)

If Forbidden Lands is as smart as MY0 it's going to be much more than simply pretty.

I'm really impressed with Coriolis. Do you know how similar it is to MY0?
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christopherkubasik

#29
Quote from: Alderaan Crumbs;997776I'm really impressed with Coriolis. Do you know how similar it is to MY0?

I've been following the talk on the KS and Forums as best I can. (Note: I haven't backed FL yet, because I want to know more about the game and setting before I do.)

The game is going to be built from the MY0 rules, but changes to reflect the themes and needs of a fantasy setting. A quote from the Free League team:
QuoteGreat discussion here. As the theme of Forbidden Lands is closer to Mutant: Year Zero than to our other games, we do plan to keep a ruleset for pushing rolls that is similar to MYZ's. More on this in an update to the kickstarter soon!

By this I think they mean that the setting will be exploring a harsh environment where resources matter and pushing oneself can lead to great success or wearing one's self out.

But also this:
QuoteWe do aim to keep the rules of Forbidden Lands as straightforward and as relevant to the themes of the game as in Mutant: Year Zero and Coriolis.

And this:
Quote@Erzaad: Forbidden Lands is absolutely more than a reskin of Mutant: Year Zero. Some things are similar, but other elements are evolved and quite different (while still sharing the same core engine). Melee combat is one example, the hexcrawl mechanics is another - more on this in future updates! Oh, and lots of cool lore of course!

So, I think more similar to the MY0 rules than Coriolis, but it's own thing as well.


On a side note: The KS has reached $218,000. The next stretch goal is an OGL for the Year Zero game engine, which underlies all three of their current games (Mutant Year Zero, Tales from the Loop, and Coriolis.)