Torque2100
Legendary Pubber
- Joined
- May 7, 2020
- Messages
- 570
- Reaction score
- 2,234
I honestly do quite like Forbidden Lands. I find the system more interesting than the setting, however. The setting has many aspects of it I quite like. It's nice to see an RPG that cleaves more closely Fantasy's Pagan roots rather than trying to have it's cake and eat it to vis-à-vis Christian influence. That said, there are some relatively minor aspects of the worldbuilding I'm not a big fan of, such as Hobbits and Goblins being the same species and each one born having a 50% chance of being a Hobbit or Goblin.
Also the rules have some aspects I'm not a big fan of: such as spells being powered by WP points. Which can mean, in practice that the party's Sorcerer could well spend a significant portion of the adventure being unable to cast spells. I highly recommend checking out the Reforged Power Supplement on DT RPG. I think it's a vastly improved version of the rules. So much so that I hope Free League incorporate these updates into a second edition.
While I've been pretty critical so far in this post I'd like to re-iterate that overall I really like Forbidden Lands. It manages to really nail the perilous, low-fantasy feel that I love from games like B/X DnD, The Witcher and Dragon Warriors. Forbidden Lands strikes a happy medium, I think, between Old School lethality and 5e's aversion to character death. Characters can go down quite quickly, but actual death is somewhat rare. Instead, hitting 0 Strength mean rolling on a permanent injury table. Magic is a real bright spot for me to as it really feels more mysterious, unknown and well mystical than typical DnD magic. Instead of going "expecto patronus!" and throwing out a fireball, the Sorcerer looks at someone and they spontaneously burst into flames.
IMHO Magic should be scary. You should be able to understand how the common man only really knows enough about Magic to be a afraid of it.
I might try running a modified version of the rules using the Lands of Legend setting from Dragon Warriors.
Also the rules have some aspects I'm not a big fan of: such as spells being powered by WP points. Which can mean, in practice that the party's Sorcerer could well spend a significant portion of the adventure being unable to cast spells. I highly recommend checking out the Reforged Power Supplement on DT RPG. I think it's a vastly improved version of the rules. So much so that I hope Free League incorporate these updates into a second edition.
While I've been pretty critical so far in this post I'd like to re-iterate that overall I really like Forbidden Lands. It manages to really nail the perilous, low-fantasy feel that I love from games like B/X DnD, The Witcher and Dragon Warriors. Forbidden Lands strikes a happy medium, I think, between Old School lethality and 5e's aversion to character death. Characters can go down quite quickly, but actual death is somewhat rare. Instead, hitting 0 Strength mean rolling on a permanent injury table. Magic is a real bright spot for me to as it really feels more mysterious, unknown and well mystical than typical DnD magic. Instead of going "expecto patronus!" and throwing out a fireball, the Sorcerer looks at someone and they spontaneously burst into flames.
IMHO Magic should be scary. You should be able to understand how the common man only really knows enough about Magic to be a afraid of it.
I might try running a modified version of the rules using the Lands of Legend setting from Dragon Warriors.