Project Description: The Far Away Land (FAL) OSR is a re-imagining of the Far Away Land RPG – through the lens of OSR-style games and mechanics. This project was inspired by Swords and Wizardry Light, a stripped-down, rules-lite version of Swords and Wizardry that uses only d20s and d6s. FAL was originally inspired by simple, old school gaming mechanics that place emphasis on characters, story, and adventures rather than heavy rules. This version of FAL uses familiar mechanics (6 stats, HP, AC, etc.) mashed into the Far Away Land setting. It maintains the tradition of a rules-lite game while using a more well-known system that is compatible with the world’s most famous rpg and many of its clones. Essentially, FAL OSR is a complete circle, back to what initially inspired the original game, set in the gonzo world of Far Away Land.
The FAL OSR Physical Book: The physical book is 130 pages, 8.5 x 11, full color. It features rules for character creation, new classes, new playable races, 100 monsters, new spells, tons of rules for various mini games and lots more (detailed chapter by chapter below). The book is written, tested, and finished. It has a ton of artwork in the style of Far Away Land and maintains the quirky nature of that setting while giving players familiar (although modified rules). The pdf is bookmarked with a complete index and table of contents.
Original FAL Books: We are also offering original FAL books through this Kickstarter (at huge discounts). Please be aware that the original content contains the standalone FAL Rules which is NOT OSR compatible (nor is it compatible with the new FAL OSR Core Rules - however, the setting material is the same and can easily be integrated). If you back this reward level, you will be receiving two separate games (FAL OSR and Original FAL). This is made very clear in the reward descriptions.
Design Philosophy: These rules were designed to be lite and simple while being modular enough that they can be added or subtracted from the core at will. XP has been removed. Leveling has been simplified. Alignment is no more. Character creation is fast and fun and has little mini games to make the process of creating a character its own game. Combat is deadly and designed to be fast while giving players loads of options as to how they can stave off death. Magic is modified to be a bit more open and allow for a broader range of class types. Far Away Land is designed to be quirky and deadly and fun and dangerous while also being highly modular in form.
Where Are We in this Project?: The book is finished. All of the art is done. The book is written, laid out, edited, proofed, and tested (and then again and again). Physical proofs have already been received. Minor changes are being made to the layout (minor as in there are a couple small formatting issues such as hard rules missing etc.). Our plan is that once the Kickstarter is complete and funds are received, we will quickly send out codes for downloads as well as the pdfs. The book will be printed by DriveThruRPG (DTRPG).
How Are Rewards Delivered?: Once the funds clear from the project, we will send backers an at cost coupon code from DTRPG. Backers will need an account with DTRPG (these are free and simple) in order to download their books. We have included approximate print costs for each level. We will deliver at cost codes as fast as possible.
Far Away Land OSR Core Rules Chapter by Chapter Breakdown: The following is a brief overview of each chapter in the Core Rules. If you would like to see each chapter in a walk through check out this link...
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 who are 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 standard mechanics and flips them to create a new gaming experience that GMs and players can use as modules adding novel 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 spells 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 campaigns 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 supplements to 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.
The Original FAL RPG: We are offering PDFs of the original books via reward Level 4. If you would like to see what these books include, take a look at our Kickstarter from last year or check out the following links for descriptions of each book. Tome of Awesome, Seas of FAL, Adventure Awesome, Creatures Vol. 2, Creatures Vol. 3. There is about 900 pages of content in these books.
Stretch Goals? Nope. None. Why? Because we create a very specific pricing model when we run a Kickstarter. We have all of the content featured in the Kickstarter already created. We think this book stands on its own and we don't want to throw in elements not yet created or planned for. We want things simple, streamlined, and elegant.
Risks and challenges
This is our 7th project on Kickstarter. We have delivered every previous Kickstarter before the specified delivery date. This book is done. There are no artists to deal with, no editors, no middlemen . We are ready to roll out the books to our backers. We will be diligent and focused on fulfilling rewards in the time promised, just as we have done with every Kickstarter we have run. While there is the possibility that unseen somethings may arise, we do not foresee such happenings.Learn about accountability on Kickstarter
- (30 days)