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Tomas Härenstam, Lead Designer for Mutant: Year Zero, Talks Free League RPGs
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<blockquote data-quote="Retreater" data-source="post: 7778828" data-attributes="member: 42040"><p>I recently picked up Forbidden Lands, and I've been reading through it for several weeks now. While I think it's a graphically beautiful product and very interesting from a game design perspective, I certainly wouldn't call it "easily accessible" or "immediately playable." I'm a veteran gamer since the 1980s, and I've tried numerous systems over the years. I would describe this as a "rules medium" system - less complex than Pathfinder/3.x or Shadowrun; but more than Savage Worlds, 4e or 5e D&D, Numenera/Cypher, 7th Sea, FATE, 13th Age, Call of Cthulhu/BRP, or WHFRPG. I think I would have an easier time explaining any of these systems to new players than Forbidden Lands. </p><p></p><p>The combat subsystem is ... odd? Playing cards in secret to gain tactical bonuses depending on what combat maneuvers are being played against specific weapon types. There are other examples too, which I would cite if I had my books handy. It's confusing enough that I am considering grafting Forbidden Lands' exploration system onto another combat system, such as 5e. </p><p></p><p>There are many exception-based rules, which I think harkens back to its OSR design paradigm. A cleaner, more streamlined mechanic would make it fit in better with modern games and make it more approachable by new gamers. If I were going to introduce new players to the hobby, I wouldn't start with this one.</p></blockquote><p></p>
[QUOTE="Retreater, post: 7778828, member: 42040"] I recently picked up Forbidden Lands, and I've been reading through it for several weeks now. While I think it's a graphically beautiful product and very interesting from a game design perspective, I certainly wouldn't call it "easily accessible" or "immediately playable." I'm a veteran gamer since the 1980s, and I've tried numerous systems over the years. I would describe this as a "rules medium" system - less complex than Pathfinder/3.x or Shadowrun; but more than Savage Worlds, 4e or 5e D&D, Numenera/Cypher, 7th Sea, FATE, 13th Age, Call of Cthulhu/BRP, or WHFRPG. I think I would have an easier time explaining any of these systems to new players than Forbidden Lands. The combat subsystem is ... odd? Playing cards in secret to gain tactical bonuses depending on what combat maneuvers are being played against specific weapon types. There are other examples too, which I would cite if I had my books handy. It's confusing enough that I am considering grafting Forbidden Lands' exploration system onto another combat system, such as 5e. There are many exception-based rules, which I think harkens back to its OSR design paradigm. A cleaner, more streamlined mechanic would make it fit in better with modern games and make it more approachable by new gamers. If I were going to introduce new players to the hobby, I wouldn't start with this one. [/QUOTE]
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Tomas Härenstam, Lead Designer for Mutant: Year Zero, Talks Free League RPGs
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