Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
Promotions/Press
Far Away Land Kickstarter Coming in February!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dirk Stanley" data-source="post: 6248900" data-attributes="member: 6700407"><p>Over the next few days I'm going to be breaking down each of the four core books in the Far Away Land RPG to give folks an idea of what is being offered, the type game FAL is, design goals, and that sort of thing. I have been fairly heavy in showing the art of the game and its time to get into the real meat of the project. So here goes...</p><p> </p><p>Far Away Land is a quirky and lighthearted fantasy tabletop role-playing game which uses a simple d6 system. It has elements of micro and macro levels of play (this will be expanded on as the books themselves are described) as well as narrative gaming and dice rolling. It is meant to be a basic and simple introductory rpg while also allowing the use of optional and house rules to make it a bit more complex. The setting of the game is the world of Far Away Land, a unique fantasy world with its own history and cultures , some of which are familiar to fantasy and others which are unique to FAL.</p><p> </p><p><strong>Far Away Land Core Rules</strong></p><p>FAL Core Rules is really the centerpiece of the game. It's 60 pages in length, full color, and offers all of the core rules to play FAL on the most basic level (optional rules are also included). FAL keeps things simple. Six-sided dice are used. Dice rolls are rarely double digits. Calculating rolls and opposed rolls is fast which leads to fast conflict resolution. While the rules given are specific, the game presents an openness and flexibility to allow for great deals of crunch, dice rolling, or narrative based game play (this is especially so in the Companion Rules which I'll talk about later) depending on the type of game the players and GM want. So, here is a brief breakdown of what the Core Rules has to offer...</p><p> </p><p><strong>Basic Conflict Resolution Mechanic</strong></p><p>The basic mechanic of FAL is a simple d6 system where players roll the specified amount of dice and take the high roll. The high roll is then compared with a target number or an opposed roll. Bonuses and Penalties modify the number of dice rolled. Rolling a six (or multiple sixes) activates a bonus which can stack and give players higher scores (like 7,8,9,10, etc.).</p><p> </p><p><strong>Character Creation</strong></p><p>Character creation is fast and easy. Starting PCs can easily fit on an index card. PCs have three base stats. PCs also have boons and flaws which can be modified as the game is played. Character creation is open and characters are defined not only by their stats and descriptors, but by the way they behave in game over a period of time.</p><p> </p><p><strong>Experience Points</strong></p><p>FAL Core Rules gives a bunch of options as to how XP is gained for everything from role-playing and reaching goals to general awesomeness and hilarity. Gaining XP allows PCs to purchase specific upgrades such as a raising a Boon or fixing a Flaw. </p><p> </p><p><strong>Magic</strong></p><p>There are rules for magic along with an extensive list of spells (around 100). Each spell has a one or two sentence to describe it along with some basic information as to the spells effects. Most spells provide only a brief summary of the spell allowing the players and GMs to modify and interpret spell effects to their liking or game play style.</p><p> </p><p><strong>Combat</strong></p><p>There are the core combat rules as well as optional combat rules which allow players and GMs to create the level of crunch they want in their game. Combat is active for both attackers and defenders. Margins of Success influence damage. Combat is generally fast and brutal. PCs can stave off death by taking a Battle Scar which leaves them with a physical reminder of the time when they were nearly done in.</p><p> </p><p><strong>Gear and Equipment</strong></p><p>Armor and weapons are simplified in FAL, broken down into categories to make them easy to use and light on bookkeeping.</p><p> </p><p><strong>Crafting</strong></p><p>FAL offers a short section on crafting items with information on everything from materials, to difficulty, to rush jobs, etc.. Again, everything is simplified and placed into categories to streamline and keep bookkeeping to a minimum. Crafting covers everything from normal items and weapons to potions to magic stuff.</p><p> </p><p><strong>NPCs</strong></p><p>The FAL Core Rules feature an extensive section on NPCs and their use in game as well as their creation (which is just like making a PC). NPC goals, emotions, and strengths are covered. There is also a list of standard fantasy NPC templates.</p><p> </p><p><strong>Abilities</strong></p><p>The Abilities section of the Core Rules breaks down all sorts of abilities from Shape Shifting to Piercing Scream to Rotting Touch. Abilities are set up in a way similar to spells. Abilities were included to allow GMs and players a basis on which to create their own abilities and powers by providing a similar ability as a guide. With the Abilities listed players can make any type of character they want, whether its a super powered type character, a psionic brain melting monster, or an undead, flesh eating abomination.</p><p> </p><p>If you read this far, thank you. Come back and read next time when I talk about the Creatures Vol. I book.</p></blockquote><p></p>
[QUOTE="Dirk Stanley, post: 6248900, member: 6700407"] Over the next few days I'm going to be breaking down each of the four core books in the Far Away Land RPG to give folks an idea of what is being offered, the type game FAL is, design goals, and that sort of thing. I have been fairly heavy in showing the art of the game and its time to get into the real meat of the project. So here goes... Far Away Land is a quirky and lighthearted fantasy tabletop role-playing game which uses a simple d6 system. It has elements of micro and macro levels of play (this will be expanded on as the books themselves are described) as well as narrative gaming and dice rolling. It is meant to be a basic and simple introductory rpg while also allowing the use of optional and house rules to make it a bit more complex. The setting of the game is the world of Far Away Land, a unique fantasy world with its own history and cultures , some of which are familiar to fantasy and others which are unique to FAL. [B]Far Away Land Core Rules[/B] FAL Core Rules is really the centerpiece of the game. It's 60 pages in length, full color, and offers all of the core rules to play FAL on the most basic level (optional rules are also included). FAL keeps things simple. Six-sided dice are used. Dice rolls are rarely double digits. Calculating rolls and opposed rolls is fast which leads to fast conflict resolution. While the rules given are specific, the game presents an openness and flexibility to allow for great deals of crunch, dice rolling, or narrative based game play (this is especially so in the Companion Rules which I'll talk about later) depending on the type of game the players and GM want. So, here is a brief breakdown of what the Core Rules has to offer... [B]Basic Conflict Resolution Mechanic[/B] The basic mechanic of FAL is a simple d6 system where players roll the specified amount of dice and take the high roll. The high roll is then compared with a target number or an opposed roll. Bonuses and Penalties modify the number of dice rolled. Rolling a six (or multiple sixes) activates a bonus which can stack and give players higher scores (like 7,8,9,10, etc.). [B]Character Creation[/B] Character creation is fast and easy. Starting PCs can easily fit on an index card. PCs have three base stats. PCs also have boons and flaws which can be modified as the game is played. Character creation is open and characters are defined not only by their stats and descriptors, but by the way they behave in game over a period of time. [B]Experience Points[/B] FAL Core Rules gives a bunch of options as to how XP is gained for everything from role-playing and reaching goals to general awesomeness and hilarity. Gaining XP allows PCs to purchase specific upgrades such as a raising a Boon or fixing a Flaw. [B]Magic[/B] There are rules for magic along with an extensive list of spells (around 100). Each spell has a one or two sentence to describe it along with some basic information as to the spells effects. Most spells provide only a brief summary of the spell allowing the players and GMs to modify and interpret spell effects to their liking or game play style. [B]Combat[/B] There are the core combat rules as well as optional combat rules which allow players and GMs to create the level of crunch they want in their game. Combat is active for both attackers and defenders. Margins of Success influence damage. Combat is generally fast and brutal. PCs can stave off death by taking a Battle Scar which leaves them with a physical reminder of the time when they were nearly done in. [B]Gear and Equipment[/B] Armor and weapons are simplified in FAL, broken down into categories to make them easy to use and light on bookkeeping. [B]Crafting[/B] FAL offers a short section on crafting items with information on everything from materials, to difficulty, to rush jobs, etc.. Again, everything is simplified and placed into categories to streamline and keep bookkeeping to a minimum. Crafting covers everything from normal items and weapons to potions to magic stuff. [B]NPCs[/B] The FAL Core Rules feature an extensive section on NPCs and their use in game as well as their creation (which is just like making a PC). NPC goals, emotions, and strengths are covered. There is also a list of standard fantasy NPC templates. [B]Abilities[/B] The Abilities section of the Core Rules breaks down all sorts of abilities from Shape Shifting to Piercing Scream to Rotting Touch. Abilities are set up in a way similar to spells. Abilities were included to allow GMs and players a basis on which to create their own abilities and powers by providing a similar ability as a guide. With the Abilities listed players can make any type of character they want, whether its a super powered type character, a psionic brain melting monster, or an undead, flesh eating abomination. If you read this far, thank you. Come back and read next time when I talk about the Creatures Vol. I book. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
Far Away Land Kickstarter Coming in February!
Top