About the project:
Far Away Land is a quirky, science-fantasy RPG that blends elements of both science fiction and fantasy into a unique setting filled with colorful, sometimes bizarre, art.
Far Away Land is rules-lite and easy to learn and play. It is a great entry into gaming for new and young players. Math is simple. It uses only six-sided dice. The mechanics of Far Away Land are built around a hub of core rules with optional rules that more experienced groups can add to their games as they see fit. Everything is very modular by design.
In Far Away Land, players take on the roles of characters who are interested in adventures and exploring a vast and unpredictable world. The game is designed for fast play with a focus on immersion and emergent narratives.
While influenced by old school RPG approaches to play (like making it up as you go along, not defining every element of play), Far Away Land streamlines many aspects of play to make running and playing a game easy and immersive for players and GMs.
Everything in Far Away Land is meant to be dynamic, engaging, and immersive. Players and GMs are encouraged to narrate what is taking place during interactions and combat just as much as they are encouraged to roll dice.
Every character in Far Away Land has Boons which define their areas of expertise. This is a classless game that lets players create and evolve their character as they advance and as they see fit. So, if you want a character that is all about magic, sink XP upgrades into the Arcane Boon and learn new spells. Want a character that can fight with the best of them? Drop some XP into the Melee or Scuffle Boon. Want a thief? Focus on the Sneak and Subterfuge Boons.
Far Away Land uses only six-sided dice for play. A simple dice pool mechanic allows for fast conflict resolution and minimal math. Roll a number of dice, take the high roll, and compare to a target number or opposed roll. That’s the basics.
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