Spyke

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osr

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Game System Recommendations

It must be an urban classic by now, but I can't stop marvelling at free league's forbidden lands. The system is dead-simple, yet leaves all the room for nuance and tactics. The fantasy world is classic, but with a surprise twist here. The official campaigns are superb with lots of "aha!" Secrets to discover, while at the same time a low-prep gameplay with just travel (well done hexcrawl) and randomly generated sites is also possible.

rpg

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RPGs for battletech

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I can warmly recommend Mechwarrior Destiny. Very narrative, rules-light and cinematic. Features from FitD can be implemented without troubles (I've seen Actual plays doing it.)

I myself never played S&V, but I suspect it's pretty star-wars-y. Coriolis is surprisingly hard-scifi.

But really take a look at destiny.

solorpg

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Recommended Apps?

https://rolescape.io/ is a fantastic tool for GM-Prep as well as solo-rpging, everything from characters to locations to events is easily referenced. If you want the whole experience with character sheets and (virtual) dice, my answer is foundry vtt. Their module for Ironsworn / Starforged is top tier.

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Useful links

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Daytracker now, too! Really nice. Monsters look good as well.
My browser somehow still thinks you're on github, though. Only: you still have the link to evil (and private) reddit on your page. Brilliant work, thank you for it

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[Character Inspiration] What are you playing?

Neldor the Orc

I know, yet another young Orc fighter. But this one is a bit different, one who believes that not only the Orcs should unite under one Banner, but that there should be peace between the Kin where possible. (think Siggtryggr in the 4th season of Last Kingdom.)
He's built with STR5,AGI4, WITS,EMP 3 and has been a smith's apprentice before being captured by slavers, is proud to never waste an ingot and secretly in love with Empress Soria, which he saw once. He believes she deserves someone better than even Hroka, which he still respects. It's complicated, but maybe some day Neldor will be that Orc, if he works hard enough.

You can inspect his character sheet here, and - as everyone can write to this sheet - (see This guide to forbidden sheets), the importable json is here: https://www.mediafire.com/file/roms79zpqr5ea9y/Neldor.fsjson/file

rpg

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RPGs for battletech

I know there’s an already written RPG for the game but tbh I don’t really like it. There's two

  • a time of war
  • mechwarrior destiny

both are quite different from each other, which one do you not like?

For specifically FitD, have you looked at scum & villainy? It's star wars but you might find a treasure trove of stuff to use there.

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Wolfkin

Disclaimer: the world you paint for your players is yours. You must choose on which parts you adhere to the book and in which part you don’t. You can’t adhere to everything, it will lead to incongruencies. TL;DR: it’s your game and each version of th forbidden lands is different. All I can give you is my thought. Conflict only drives a story in an interesting manner when it is resolvable by various means. If the kin were indeed as hateful towards each other as depicted from time to time, we would just play Warhammer. I myself find groups more interesting that are mixed. In one I play an Orc (and quite enjoy speaking imfrofferly), but one that realised that infighting got the orcs nowhere - not only need they cooperate among themselves but also with the other kin. But I digress… Anyways, being able to talk to others is paramount for this endeavour.

I’m also very fond of atypical kin-choices, even if most FbL-Kin have a neat little twist. I kinda wish there were mallards in this game, too^^ The technical limitations for forming proper syllables are there, no doubt, but I personally are quite willing to handwave it in order to create a heterogenious (and hopefully interesting) group with their own set of tensions. There’s other things that I would disregard, or think about disregarding - slave trade, in my eyes, makes little sense in Ravenland, for example.

That Wolfkin and Mallards are able to communicate with humans - could be some kind of magic. Much like that wolfkin (and/or mallards) exist and that halfling babies…. do what they do.

dnd

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noobs help for fighter cantrip

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Thanks both of you (I hope @[email protected] sees this answer directed at him, too) . You do seem to have a lot of fun with Prestidigitation^^ We have a kender bard and a highelf mage in the party, both very attuned to mockery, so I believe my GMs sanity might be endangered if the Fighter starts something like that as well^^

I do have an Intelligence of 14 mind you, I'm not dumb, just ugly (CHA 9)^^ I can use the echo as cover, but more cover is always better, right? even more so as it's my duty to protect my spellcasting brother. He's rather feeble but very smart - he can see through the cover that the goblins think is solid.

Something to think about.

ttrpgs

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Thoughts on Forbidden Lands?

I believe it hits the sweet spot on many levels, including:

  1. The rules. They are both easy to understand and apply ingame and flexible enough to allow for a fine granularity. In a group of GMs we discussed if there was a "best weapon". We could not agree because each has its usecases - not bad for a system with 2 weapon stats and some tags on them.
  2. The lore. It's a fantasy classic with a surpising twist to it here and there. Without spoilering too much, halflings are all jolly and merry and friendly but behind closed curtains they hate each other, are alcoholics and beat their children.
  3. The campaigns By the time of writing there are three official campaigns available. Broadly speaking, they take well established elements of the lore (the "Bloodmist" that isolated villages for 3 centuries) and lets the players discover their reasons. And of course, save the world and/or carve out a good piece of it for the players themselves)
  4. The flexibility & preparation required: Of course, if you're not so much interested in the campaigns, you can play Forbidden Lands as a pure hexcrawl / dungeoncrawl. With little preparation required by the GM. The mechanics for travelling and resource management are excellent, the random encounters and tables to generate adventure sites provide you with enough tools to keep you and your players entertained for month.

Combat is much quicker resolved (and, as stated above, much more streamlined and fluid than pathfinder or DnD). A character has at most 6 Hitpoints (his strength), and losing those points makes him weaker (because they use strength to do melee attacks as well). At the same time, becoming "broken" takes you out of the fight and you receive a critical injury, possibly, but not necessarly, death. Call it - more dangerous, but less deadly.

I in fact love it enough to have opened the lemmy community.

Edit: I think it's vital to have a Session 0, especially with players accustomed to D&D.

  • Combat will be more dangerous, running away is often a viable option. (That goes for NPCs as well - the GM should always put some thought into why their NPCs fight and what they are willing to sacrifice for it)
  • Spellcasters are not like D&D. They will need a sword or ranged weapon to make a signifficant contribution to combat. They can also wear armour freely.
  • FbL is a sandbox, players are supposed to find and pursue their own destiny. Some Players, however, need explicit questgivers & guidance. If the GM does not know this and adapt, the table may likely dissolve.

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[Character Inspiration] What are you playing?

Cassion Proudfoot is a halfling rider who recently fled from the settlement of Twinestrand with little more than a spear, a tent and his trusted mastiff called feather. He's very young and idealistic, proud of winning anybodies trust with nothing other than being honest. He is afraid of sheep and goats, though, due to a childhood accident that nearly cost him a leg.

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Tips for Trading and Handling Treasure

I found it very useful to not think about percentages of given price, but the actual situation the hagglers are in. Once a peddler-pc wanted to buy some iron and rent a smithy to craft something and wanted to pay with a gold piece (I placed some that were minted in Glethra - as a plot hook). Unfortunately, there wasn't much the smith could do with a gold coin, so It took our peddler a successful manipulation roll to get the equivalent of 7 silver in rent and iron. Dalb, fully aware that the PCs had no torches and inside weatherstone was dark, asked double the price, if not more.

Remember there is no economy in the Forbidden Lands (yet?), so favours and goods in demand will be common. Also let them know that there is a point where coins become heavy ;)