We will be releasing the Far Away Land OSR RPG Core Rules via Kickstarter on Monday 4.29.2019. The Kickstarter will run for 30 days and has various reward levels featuring pdfs, paper and hardback copies of the new FAL OSR Core Rules. Below is a chapter by chapter breakdown of what the book features. We hope you will join us!
Chapter 1: Introduction: The chapter is a brief overview the game and what it entails. It gives a quick run through of basic mechanics and an overview of the world of Far Away Land. This chapter is meant to give players and GMs new to the world of FAL a quick primer to get started.
Chapter 2: Character Creation: This chapter breaks down the process of character creation. It features four classes and 12 playable races (from construct clockwork to cyclopean horn-headed orkas to nimble simians). Also contained are lists of equipment and gear.
Chapter 3: Combat: This section gives an in-depth view of combat and what it entails. While FAL OSR is inspired by old school games, it takes many mechanics and flips them to create a new gaming experience that GMs and players can use modularly adding mechanics to their tried and true styles of play or going all in with new rules and features. A few of these new modular systems include…
- instakills and cool combat bonuses
- new initiative mechanics
- die of death (that increases the speed and deadliness of combat)
- simple combat conditions
- battle scars (to choose a lifelong scar over death)
- shield/armor shatters (to have equipment destroyed in place of damage)
- various combat achievements that grant bonuses and play modifications
Also included in this section are simple rules for naval combat, vehicle combat, and mass combat.
Chapter 4: Magic: This chapter introduces magic, spells, items, etc. FAL OSR has taken the more traditional magic system of old school games and added several twists. These twists include…
- how spells are used
- the ability to cast spells above ones skill level (and suffer disastrous effects in doing so)
- the ability to wear various armors while casting allowing for an assortment of magic using PCs that can also go head-to-head in melee combat
Spell lists are also provided with some basic, more traditional spells alongside more gonzo spell like Egg of Maniacs and Centrifugal Extractor.
Chapter 5: Monsters: This chapter includes 100 monsters, almost all of which are unique to Far Away Land. These creatures can be used within your FAL campaign or can easily be pulled into ongoing campaign as new and re-imagined creatures. Everything from bolgocats and boobaroozas to hallucinocorns to molomoxors to myscus to zoordrooz and zyverax are provided. Each monster has an image, stat block and basic description. Also included are super simple monster builder rules and treasure tables.
Chapter 6: Powers: This chapter features a bunch of different powers that can be used as a reference to create and modify unique monsters and PCs.
Chapter 7: Mini Games: This chapter features a bunch of mini games that act as modular additions to the core game. These mini games can be used to supplement game play if desired. Mini games included are…
- Level 0 character builder
- Character Grinder (send your level 0 loser into a dungeon to see if they can become a true adventurer)
- Various grinder ideas from a dungeon crawl to deadly games such as platforms of doom, elevated death, gotta spear em’ all, tunnel of fun, and three free trees
- Training montage that allows players and GMs to narrate training montages for their PCs
- Masters of the Materiosphere world building mini game
- The Wizard’s Spiral Character Grinder adventure – a fully realized level 0 adventure that will surely end in a plethora of PC deaths
Chapter 8: Far Away Land Overview: This chapter features a couple maps and an overview of various places around the continents of Radroz and Karkoz. Also included is an overview of the history of the FAL Universe, the hierarchy of gods and goddesses who created the universe, and various realms of existence.