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Showing posts with label fabled lands. Show all posts
Showing posts with label fabled lands. Show all posts

Thursday, December 27, 2012

Soon to Enter The Fabled Lands - Cities of Gold and Glory


So, after checking out the Fabled Lands RPG (I still have much to read but like what I see so far) I quickly picked up the six reissued solos from the late 90's on Amazon. Endless quest books these are not.

Regretfully, of the six books, the first in the series is of course the one delayed, but Cities of Gold and Glory seems to be a decent one to start with (and is the one that was used for the Fabled Lands iPad app). You start at Rank 2, which is fairly low level. I just hope the rest of the adventure remains mostly low and survivable ;)

So far I've just briefly checked out a keep and found some armor - not dead and I've got some loot!

Tomorrow morning I head out to see The Hobbit part 1 and I've got work around the house and game prep for Saturday (I'll be leading the party through Rappan Athuk - they are pretty much all psyched so I expect a fun time - I just need to be ready)

All of which means I may not get a chance to run with this or Legend until Sunday at the earliest (tomorrow night is out as we have some Drinking Quest lined up). Still, I'm excited to play a solo RPG that allows play between books. I'd also like to see the Fables Lands system in action. Hopefully Sunday.

Sunday, December 23, 2012

There is Something to be Said About "Flexible Magic Systems" in RPGs

Minotaur Boy - Early Age Fantasy Super Hero
I enjoy it when my players think "Out of the Box". It not only make sit a fun challenge for me as a DM to adjust, but it's a blast to see my players think up solutions that never occurred to me or the game designers.

I'm a big OSR type of guy, which invariably means Vancian Magic in some manner. As I'm reading the Fabled Lands core rulebook, I noticed an interesting passage in the Spells & Sorcery Chapter:
The next few pages lists all of the lores of magic and the suggested use of them in terms of spells. Please bear in mind that the spells listed within the lores are not necessarily the only possible uses; if you, as a player, come up with a use for the lore that the Gamesmaster approves of, then the Gamesmaster should assign a Difficulty and allow it to be used. Feel free to get creative with your spells and come up with unique uses for them (within reason, of course). (the bolding is all mine)
Think about it - here's a game challenging players to come up with new spells (within reason ;) and bouncing it off the GM to come to a joint decision on how powerful it is and how it will work - on the fly.

Talk about needing to be comfortable with GM Fiat - I know some gamers that something like his could cause near heart attacks.

I don't think I could rightfully challenge by AD&D 1e p[layers to think up new spells on the fly - it doesn't fit the Vancian Magic system at all, but it's damn intriguing an idea  and one I'd love to see in action. I know my players could pull it off.

Maybe in the springtime I'll run a short arc of Fabled Lands. Maybe. Still have the rest of the book to read ;)

Fabled Lands Might be the Choice For One on One Gaming With the Wife



No, I'm not giving up on the idea of running a FATE Core / Dungeon World / another Indie styled fantasy game at some point, but probably not for the wife.

With the wife, I need something simple yet complete. Strangely enough, it looks like Fabled Lands will fit that bill. Maybe not so strange, as it was originally a solo system. A solo system that was sandboxie in nature apparently, as you could move your character between books. I'll let you know more about the original books, as they've been reprinted and I've ordered the first three at Amazon.

In any case, Fabled Lands has been released for full RPG style play, and I grabbed it in PDF from RPGNow for 10 bucks, and the first source book for 4 bucks.

I'm fairly impressed so far. Mind you, it's a simple 2d6 plus modifiers roll over system, so I'm not sure how happy I'd be running this as a campaign for my regular group, but for my wife it may just be what the doctor ordered.

Character creation is decently in depth for a system with a basic resolution system:


1. Choose background
2. Generate description
3. Generate ability values
4. Generate Stamina value
5. Choose profession

Your background, which is close to being akin to your social status, generally gives you a bonus skill (although Nobles get extra starting cash)

Description includes things like height and build (extremes can effect skills), personality traits (both good and bad), and optionally distinguishing features, birthplace and the like.

Ability scores are next up: Charisma, Combat, Intelligence, Magic, Muscle, Sanctity, Scouting and Thievery. So, abilities aren't strictly what we tink of them in the usual OSR game. Starting Scores range from 1-6 (12 is the absolute maximum). The player rolls 8d6 and assigns as they like. I suspect I'll let my wife roll 10d6 and drop the lowest 2 (in any case, if your total starting scores is less than 20, you may roll again)

Stamina (think HP). It's a d6+6 adjusted by backgrounds and character description if applicable.  It goes up as you level.

Last, you choose your profession, which gives the PC access to certain skills and powers. The classes are: Barbarian, Druid, Mage, Priest, Rogue, Troubadour (Did I ever mention that I love bards?), Warrior and Wayfarer (think Ranger).

Actually, maybe there is enough to run a campaign for a larger group here. I'll know more after the first solo arrives on Thursday.

From the blurb:


The Fabled Lands Core Rule Book and source books are based on the game books written by Dave Morris and Jamie Thomson.

Harkuna is a world of mystery, intrigue and high adventure. Create campaigns and quests based in your favourite territories from the Fabled Lands: The War-Torn Kingdom of Sokara; the prosperous cities of Golnir (Cities of Gold and Glory), the Violet Ocean (Over the Blood-Dark Sea), north through the Spine of Harkun to The Plains of Howling Darkness, further west to The Court of Hidden Faces in Old Harkuna or east across the ocean to the Lords of the Rising Sun in Akatsurai.

12 source books will accompany the core rule book: the first six will be based on the published game books; the other will be based on the six unpublished books.

The Role Playing Game has been designed using rules that are based on the original game book rules but have been expanded to achieve a party, role play experience. Within this Core Rule Book you will find:

Character Generation
Combat
The gods of Harkuna
The chronology of Harkuna
An overview of the world
A chapter for the Gamesmaster that includes a detailed look at Yellowport in Sokara
A Quest set in Yellowport to get you started

The Fabled Lands Core Rule Book come with a full colour large map of the Fabled Lands

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