theLazyPragmatic

joined 1 year ago
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2
submitted 3 months ago* (last edited 3 months ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

I compiled all the maha signs into one table. those included in the rosary have a box around them, so your players may figure out what some of the signs mean while experimenting with the rosary. It may not be neccessary to solve the Pelagia riddle, but I found it weird not to have them shown on the rosary.

[–] theLazyPragmatic@lemm.ee 2 points 1 year ago

I played lots of forbidden lands and quite some dragonbane. Undoubtedly dragonbane is much more heroic with the aforementioned death saves, hitpoints and conditions. Bear im mind that damage taken while down (from an aoe-monster attack or a stray fireball) is an automatically failed safe. In my experience you can absolutely play it gritty, dark & challenging, just by giving less opportunity to rest & be on friendly grounds. You could even homebrew-temper with the death saves, die after 2fails but recuperate with 5successes, or leave them out entirely. But gain a bit of experience with playing as intended. Characters do die, by no means less often than in fbl.

[–] theLazyPragmatic@lemm.ee 2 points 1 year ago* (last edited 1 year ago)

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 ;)

[–] theLazyPragmatic@lemm.ee 1 points 1 year ago

Going lemmy is the right thing, it's the better product without big-corp envolvement and brings social media back their owners. It has of course not the refinement of an app that runs for 12 years. But everyone can help improve it, since it's open source. But since reddit is open again I expect things to slow down here (until reddit goes full twitter again and the next wave of protesters arive. we'll see)

I used to run Forbidden Lands excessively for several years now. Kinda moved on to new games, but still play Bitter Reach and one campaignless hexcrawl.

[–] theLazyPragmatic@lemm.ee 1 points 1 year ago* (last edited 1 year ago)

UPDATE: the sheets are now printable if you right click and select "print". If you choose "Background graphics" the red dots to show attribute damage will be printed as well. So if that kept you from using the sheets - you can now bring them to the table.

[–] theLazyPragmatic@lemm.ee 1 points 1 year ago* (last edited 1 year ago)

You need successes to heal damage with the heal skill, whereas magic requires you to spend willpower but it "just works" (misshaps notwithstanding). Note also that you can't tend to critical injuries with healing hands (but with heal skill) - you need mend wounds for that.

[–] theLazyPragmatic@lemm.ee 1 points 1 year ago* (last edited 1 year ago)

No. If a player uses his throwing spear, let him decide which talent to use. He may switch for the next attack, but each attack should benefit from only one of the two talents.

[–] theLazyPragmatic@lemm.ee 1 points 1 year ago

This is essentially copy/paste of what I wrote on blahaj.zone, forgive me when I could have done it more elegantly:

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.
1
submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

Maybe you're here because you're already a fan, maybe you are doing some research wether FbL is right for you. Below are my, totally biased impressions and summary of Key features and why you should play it.
I may edit this initial post depending on the comments below in order to deliver a community-driven overview of this game.

  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. As a GM, you receive a treasure trove of background, legends, events, but from the perspective of the uncertain narrator, so there's a wealth of room for your interpretation. Not two worlds will be the same and if you are playing on two different tables, you will most likely still be surprised quite often.
  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.

What do you think? Why do you love it? What's missing in your opinion?

[–] theLazyPragmatic@lemm.ee 2 points 1 year ago* (last edited 1 year ago)

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.
1
submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

So usually I would post this into the link collection, I just recently discovered more cool features that I like to share. If you are the author of this tool or know who it is: receive my gratitude and respect.

How to have online charactersheets & group overview:

  1. go to https://www.forbidden-sheets.com/?lang=en

  2. in the addressbar of your browser, notice the id=xxx... bit. This id leads to your unique character! anybody using this link will be able to see & edit your character; That's why you should:

  3. backup your character by "Export" - you'll receive an ".fsjson" file that you can "Import" should anything break with your character. I recommend saving regularly.

  4. go to https://groups.forbidden-sheets.com/ and enter a name for your crew. Choose wisely, as you won't be able to change it later. It does not have to be unique though.

  5. at the bottom, paste the url to your character and click "Attach". repeat until done

  6. Voila! you have an overview of your group and a shortcut to your characters. (mouseover a character card, "open full sheet")

  7. Add sebedius, a helpful bot to handle inititive & dicerolls, to your discord (https://github.com/Stefouch/sebedius-myz-discord-bot) and you're good to play online.

1
submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

Here's the place to upvote and discuss your favourite AP and find the next for your watchlist. I haven't watched all of them, so please comment & add what I left out.

1
submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

i made a weather macro for foundry that takes the tables from BR & BOB, unifies them and makes weather a bit more predictable and dependent on the region & season (and how much fuss you want to have with weather in general)

https://www.mediafire.com/file/wd2r21c41qwu3iz/forbidden-lands-myweather_v0.1.zip/file

Intro:

“MyWeather” is supposed to give you a simple mechanic to generate some reasonable weather to spice up your journeys without taking up too much game time and brainpower. It works for all climate zones and seasons, from the frozen peaks of bitter reach to the scorching deserts that are not even discovered yet.

Weather is structured into temperature, clouds and wind which are all tracked individually. Clouds and Wind range from calm to storm and clear to dark clouds in 4 steps, the temperature from biting cold to scorching hot in 7 steps. You decide, based on region, season and infinite knowledge only a GM can have, what weather you expect, a “clear sky with mild breeze” for minimal negative effects on adventuring, “freezing temperatures with dark clouds and storm” during the dramatic search for the mountain pass in bitter reach, you name it. A table with inspiration will be provided. Expectations may be between two steps, during spring the expected temperature may be between cold and mild etc.

Once the expectations are set, you may roll a d6 for each weather element to see if it deviates from the expectation. Usually you roll once per day, but if you find the weather should change more or less often, feel free to adapt. We suggest you use three differently colored dice for the three elements and roll them together, white for wind, black for clouds and red for temperature. If the die shows a 6, the weather moves one step away from the expected weather, clouds and wind towards “more”, temperature towards colder. On a 1 or 2, the element moves towards the expectation or not at all, when the actual weather is already at expectation. In case the expectation is set between steps, the actual weather element will flip to the other side. In the example above, the actual temperature will alternate between mild and cold.

A table for the actual mechanical effects a weather phenomenon has is also provided. You are now all set to present your players with the added challenges your weather brings to the table

1
submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

Coming up with good dark secrets is hard sometimes. If that is the case for you, the following alternative might be interesting for you:

During character creation, you will be required to select a virtue and a vice. These should be single-word attributes (refer to the examples below), followed by a brief description of how these qualities are expressed in your character. If your virtue or vice becomes relevant in a scene and leads to detrimental consequences for you or other characters involved, you will be awarded one experience point at the end of the session.

Example Virtues: Honest, Conscientious, Pure, Modest, Serene, Patient, Industrious, Benevolent, Devoted, Compassionate, Optimistic.

Example Vices: Addictive, Arrogant, Greedy, Lustful, Wrathful, Hedonistic, Lazy, Envious, Jealous.

 

It may prove useful

 

Time to stock up on those dice. Maybe we get a new print for Melified Mage? prettyplease? https://mailchi.mp/frialigan/free-league-summer-sale-2023-h26g10adoc

2
Useful links (lemm.ee)
submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

Of course, there are some awesome tools out there to help you as a GM. This is an unordered collection, vote for your favourite ones in the replies below:

the infamous yxans klagan:

smoke raven has some really powerful tools collected, I'm especially amazed about this one:

For the ultimate number-nerds:

other Random generators:

Onepage dungeon generator:

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submitted 1 year ago* (last edited 1 year ago) by theLazyPragmatic@lemm.ee to c/forbiddenlands@lemm.ee
 

"place them where you want", they said. But if you want a consistent world, not every placement will make equal sense. Find thoughts and inspiration on where (and why) to put the Raven's purge sites.

Beware:

Spoilers aheadAlthough your GM might have an entirely different view on the world. You have been warned, though.

 

What is your current favourite player character? Tell us about their Kin/Profession, what makes them special? Bonus points for Prides/Dark Secrets. Your next character might be inspired from a post here.

 

post your questions concerning rules or lore here. If in doubt, use

Spoilertagslike this one

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