Is Far Away Land really an old-school game. Well, yes/no and yes. Let me explain.
First, we have the original Far Away Land. This is it’s own system. It’s not derived from any old game. It uses a d6 pool system. Roll your pool and use the highest number. And that’s pretty much the basics of it. So while the game mechanics are original, the whole tone of the game is very old-school. Just the right amount of rules and plenty of rulings not rules type of situations. Heck, the spell descriptions are some of the shortest that I’ve seen in any game.
But if you want to stick to the actual rules then you’ve got that option too. There’s an old-school version too. It’s based around the the original White Box rules. So as far as rules goes. The original edition has an old-school feel but it’s not clone of those rules and you’ve got the option to use those rules.
Why didn’t I include this with one of my other trips down memory lane? There’s a couple of reasons. First, the original editions of Far Away Land has it own rules that have the feel but none of the mechanics but thankfully there’s that old-school option. And second the setting.
The setting is where Far Away Land really stands out. Despite the use of cartoon artwork, it is not a comedy or cartoon game. It can be down right deadly. And sure you can play elves and dwarves and the usual flock of races but there’s of weird and unique races to play and even more crazy monsters to throw at a party of adventurers. Sure there are bits of humor here and there. I like that. And sure it’s weird and gonzo but it’s not edge lord weird. It’s well worth looking at for the monsters just to break out of the norm.
So if you want to check this out more head on over to Faruniverse.com. There you can find links to their products on Drivethru as well as a bunch of downloads including some Quick Start Rules. Check it out.
Not only am I thinking about what run next for my group but it’s a good time talk about some pretty cool games that you may not be hearing much about.
Faraway Land is a rules lite and pretty darned gonzo and original fantasy RPG. If you’re a fan of Adventure Time then you’ll probably enjoy Faraway Land. The important thing to note is that Faraway Land isn’t Adventure Time with the serial numbers filed off. I see that way too many times. It has it’s own original setting but still has that some quirkiness and odd factor. I mean two-faced psychic nuns who ride grizzly bears into combat and worship the ancient robo-bear. Yeah, that kind of stuff. Way cool. But heck if want some more “normal” fantasy dungeon fare then you can do that too. No problem. The rules are lite and flexible. Grizzle bear riding telepathic Agnun
About the rules. Just grab a few d6’s. That’s it. Characters have three stats: Brute, Dexterity, and Wits. Roll a number of d6’s equal to your stat and take the highest number. Boons let roll more d6’s. That’s it. Quick and simple. Characters are simple enough they could fit on an index card. This is one of those non-d20 based games that has a real old school vibe to it. COmbat can be very dangerous. Character creation and mechanics are quick, simple, and flexible. Monsters are weird and unique. It’s a game you could play with your kids, new gamers or grizzled grognards. This one gets a big thumbs up from this grognard any way. You can grab it up at Drivethrurpg. Yes, pdf is a little on the expensive side for me but I thinks it’s worth it in this case.
But wait you want to stick to something that’s more OSR. Something with rules that you’re already used to. Got you covered.
So in case you missed it, there was a Kickstarter for an OSR version of Far Away Land. Far Away Land has been out for quite a while and uses it’s own system which is pretty cool.
It’s pretty sweet. Setting-wise it’s still the same but many of the creatures, races, and spells have been converted over to an OSR system. And yes I know there are many OSR systems. In this case, Dirk used White Box or more specifically Swords & Wizardry Continual Light as a base for the rules. So most of the rules should be pretty much familiar to many.
The biggest change for FALOSR is the magic system. It’s pretty simple in a useful sort of way. First, there technically aren’t clerics in the game. There are Light Mages which are sort of like clerics and Chaos Mages which are more like your standard blow-stuff-up Magic-User. Spells are broken down into three categories White, Gray, and Black. Gray spells either of the classes can cast. However, a Light Mage casting a Black Magic spell takes a penalty to casting. And vice versa for the Chaos Mage casting White Magic. They can do it but there’s a penalty. Also, the number of spells a mage may cast is simplified. It’s Level+3. And no preparation of spells. If you know it then you can cast it. Basically. Once again there is a little exception and difference. Spells are broken down by level which corresponds to character level. This makes what level a spell is totally different than other OSR games that mimic the original sources. So a 2nd level character can safely cast second level spells. They can try to cast higher level spells but it’s pretty dangerous. Like I said, the actual spell levels have changed because of this and FALOSR’s own internal logic. A prime example is that Sleep is an 8th Level spell. You read that right. But there’s plenty of new and interesting spells to play around with.
So in case you were wondering, the other two classes are Fighter and Thief. That’s it. Just the classic four classes. For races, you have the standards less Halfling and then the Far Away Land specific races: Agnun, Blonin, Clockwork,Exions, Glacerian, Numan, Orka, Poomkin, and Simian. Plus there’s a few of the monsters you can easily convert. FALOSR has a whole host of little rules tweaks and mini games as well. Want to do 0-Level funnel. No problem. Collaborative wording building? It’s there too. Plus there’s vehicles and naval combat. Special weird powers and training montages. There’s a ton of little useful bits in there.
And yes. It’s on Drivethru too.
Like this post or others? Then check out the They Might Be Gazebos Patreon.
Dirk Stanley is pushing out the fulfillment to Kickstarter backers and I got mine. And boy is it pretty sweet. So in case you missed it, there was a Kickstarter for an OSR version of Far Away Land. Far Away Land has been out for quite a while and uses it’s own system which is pretty cool. I ranted about it in a much earlier post. So you can read that and get quick overview on that. Let me do a little recap on the setting. To put it simply, Faraway Land is a strange gonzo setting. That may put some off but you can go as gonzo as you want. And for me personally I like coloring outside the lines of Tolkien and weird stuff. Sure it’s weird but doesn’t rely on shock to be weird. It’s weird just because it is. And it’s that fun kind of weird.
But this rant is about the OSR version and like I said. It’s pretty sweet. Setting-wise it’s still the same but many of the creatures, races, and spells have been converted over to an OSR system. And yes I know there are many OSR systems. In this case, Dirk used White Box or more specifically Swords & Wizardry Continual Light as a base for the rules. So most of the rules should be pretty much familiar to many.
The biggest change for FALOSR is the magic system. It’s pretty simple in a useful sort of way. First, there technically aren’t clerics in the game. There are Light Mages which are sort of like clerics and Chaos Mages which are more like your standard blow-stuff-up Magic-User. Spells are broken down into three categories White, Gray, and Black. Gray spells either of the classes can cast. However, a Light Mage casting a Black Magic spell takes a penalty to casting. And vice versa for the Chaos Mage casting White Magic. They can do it but there’s a penalty. Also, the number of spells a mage may cast is simplified. It’s Level+3. And no preparation of spells. If you know it then you can cast it. Basically. Once again there is a little exception and difference. Spells are broken down by level which corresponds to character level. This makes what level a spell is totally different than other OSR games that mimic the original sources. So a 2nd level character can safely cast second level spells. They can try to cast higher level spells but it’s pretty dangerous. Like I said, the actual spell levels have changed because of this and FALOSR’s own internal logic. A prime example is that Sleep is an 8th Level spell. You read that right. But there’s plenty of new and interesting spells to play around with. Grizzle bear riding telepathic Agnun
So in case you were wondering, the other two classes are Fighter and Thief. That’s it. Just the classic four classes. For races, you have the standards less Halfling and then the Far Away Land specific races: Agnun, Blonin, Clockwork,Exions, Glacerian, Numan, Orka, Poomkin, and Simian. Plus there’s a few of the monsters you can easily convert. FALOSR has a whole host of little rules tweaks and mini games as well. Want to do 0-Level funnel. No problem. Collaborative wording building? It’s there too. Plus there’s vehicles and naval combat. Special weird powers and training montages. There’s a ton of little useful bits in there.
So if you were already a fan of Far Away Land, chances are you backed the Kickstarter. If you’re a collector of OSR rules sets. Grab it up for your collection. Heck, the art is even fun in the one. If you are an aficionado of White Box games then definitely grab this one up. There’s virtually no conversion to do. So you’re just adding to what you are already using. That’s what I plan on doing a crazy mash up of my own tweaks on the White Box rules and FALOSR.
As of this writing, the Far Away Land-OSR Version hasn’t hit the virtual shelves. You can keep track of that over on DrivethruRPG. And you can learn a whole lot more about the world and the whole product line, a wiki, and some adventures over at FarUniverse.
Another episode and I talk about lots of stuff.
I rant about Grimtooth’s Trapsylvania for Dungeon Crawl Classics. The PDF’s went out to Kickstarter backers and yes I backed it. Great dark murderous fun!
I also talk about Dirk Stanley doing a Swords & Wizardry conversion of Far Away Land. Great Idea. Can’t wait for that one.
And the wrap up of my Sharp Swords & Sinister Spells game. Enjoy! Here’s the link.
I too have been bitten by the Far Away Land bug. So for your adventuring pleasure, I present the Clipclops.
Clipclops (4)
The head of a cyclops, the torso of a human, the pincers of a crab and the body of a horse. Or part cyclops, part centaur, part crab-man. Maybe they were a mad experiment or just evolution gone wrong. Clipclops are belligerent creatures who roam coastal areas and tropical islands attacking any who enter their territory. They especially enjoy hunting poor souls who have been shipwrecked.
Archetype: Monster
Size: Giant (+2)
HP: 23
AC: 2
ACT: 5
BR: 3
DEX: 1
WITS: 1
Pincers: 1d6+1
Short and to the point. Enjoy. And see I told you I can’t draw.