|Double 6 for Fabled Lands?|
I'm posting this on Friday as I'll be away this weekend.
So there is a lot to explore in the Fabled Lands, but what is the gaming system like? What characteristics are measured? What rewards and penalties can you get? Are the die rolls fair or is Fabled Lands made impossible by difficult tasks?
You begin the game as a lowly first rank character. Your rank goes up when you complete quests and overcome great odds. A higher rank character is harder to hit in combat and is better at succeeding at certain tasks that are especially difficult.
|An example of an adventure sheet.|
In addition to rank, you have six primary ability scores. The descriptions are taken from the book:
Charisma - the knack of befriending people.
Combat - the skill of fighting.
Magic - the art of casting spells.
Sanctity - the gift of divine power and wisdom.
Scouting - the techniques of tracking and wilderness lore.
Thievery - the talent for stealth and lock picking.
You also have a stamina score, which determines how much damage you can take before you die. You start this book with 9 stamina points.
The last statistic is your defence score which determines how hard it is for you to be hit in combat.
Your defence = your combat score + your armour's defence score + your rank.
|What would you like to do when |
you grow up?
Your profession also determines how certain characters in the book respond to you and which quests you can embark on.
|The citizens of a small nation used|
actual shards as currency. They are
also famous for bandaging their
hands a lot.
Tasks are given a difficulty and require a certain ability. You roll two dice and add the result to your ability. If the result is higher than the difficulty, then you have succeeded in the task. If it is equal to or lower than the difficulty then you have failed in the task.
Combat is similar. If the sum of your combat score and the result of two dice is higher than your opponent's defence, then you reduce your opponent's stamina by the result of that score minus your opponent's defence. Your opponent then attacks you in the same way.
|I didn't know that would happen.|
He's got a high sanctity score.
Whatever that means.
He's go a high scouting score
He should stay outdoors.
Scouting covers climbing, tracking and finding your way - it is a general outdoor skill.
It takes a few experiments to work out which ability will be useful in which situation, but eventually, you will find out which tasks require which ability. Once you know this, it will be easier to pick quests that you will succeed at.
From the point of view of someone who writes amateur gamebooks, a lack of clear rules on what your abilities can do, which situation requires them and how difficult the task should be means that it can either be easy or hard to write an amateur gamebook involving this system. If you are the sort of person who worries about making a system tight and waterproof and knowing exactly what kind of spell a magic roll with a difficulty of 10 can cast, then it will be quite difficult. I think the best way to approach an amateur Fabled Lands adventure is to work out what you wnat the character to do first and then apply the difficulties and the abilities to it. Of course, the RPG could clear up some of those problems.
So the system isn't too complicated - it is mainly based on your ability scores so it shouldn't take too long to get started. However, you will soon realise that the Fabled Lands series is like chess - easy to master the basics but this opens up an infinite variety of strategies and approaches.
Where does the horsey thing go again?
Most quests can be completed in a variety of ways which means you could complete a task with a roll against magic or thievery. Or you could just fight your opponents. This means that all professions havea good chance of completing several quests. The rub is in finding out which quests are best suited to your abilities.
|1 Item slot.|
|May give you magic +1.|
If you are really lucky and you complete certain quests, you can increase any ability score you like, no questions asked. This is when you have to very careful in your decision. Opportunities like this don't come along every day.
|You can go from outcast|
Other rewards include being given a title which may garner favour with certain people, given a blessing which will allow you to reroll a failed ability roll for one ability (good if you want to complete a quest where there is a task which requires an ability you are weak in) or protects you from storm, being given a resurrection detail which allows you to continue with the same character if you are killed or being made an initate to a religion which is a type of title.
The main benefit to that is that blessings and resurrection deals are cheaper from temples of the same religion.
|Would you store a |
treasure horde in here?
In addition to possesions you could carry around, you could also buy a house in most settlements and a boat in ports along with trade goods with the idea of selling them for a higher price. Or you could invest some money with a merchants' guild in the hope that your investment pays off.
I've probably forgotten some way of getting rich, famous and powerful but that is because there are so many ways to achieve all of these things. If the huge list above is not enough for you, then nothing will be.
|The Dragon knights aren't as |
belligerent as this one. Apart from
the black dragon knight.
Your choice of profession provides a very different playing experience in the books. In the War Torn Kingdom, each profession has their own quest to complete that no other profession can, but it does not stop there. Since your ability scores are different, then you will want to do the quests that can be completed with socres that you have high values in. For example, you are not going to go to the Castle of the Dragon Knights and challenge them to combat if you are a mage unless you have found a way to increase your combat score. This adds to the already huge replayability factor in the book.
|Don't get trapped in a |
gamebook Skinner box.
|Sure, he's invincible and he can kill|
you with a thought but is he
actually having fun?
|It's OK, Midori. No one would harm a cute cat like you.|