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Ashes Without Number vs Forbidden Lands

Compare Ashes Without Number and Forbidden Lands side by side. See differences in complexity, dice, genre, and more.

Ashes Without NumberForbidden Lands
GenrePost-ApocalypticFantasy
TagsSandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending ACSandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random Tables
Core Mechanic2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns.Roll a pool of d6s (attribute + skill + gear dice). Each 6 is a success. You can push your roll for extra dice, but risk damaging gear and taking conditions. Gear dice degrade on 1s. Year Zero Engine.
Dice2d6 / d20d6 dice pool
ComplexityMediumMedium
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseProprietaryYear Zero Engine OGL
Third-Party PublishingNot yet researchedNot yet researched
PublisherSine Nomine PublishingFree League Publishing
Year20252018
LanguagesEnglishEnglish, Swedish, German, French, Spanish, Italian
Best ForSandbox post-apocalyptic campaigns (nuclear wastelands, zombie deadlands, or societal collapse) with the same incredible GM tools as Stars Without Number.Sandbox hexcrawl campaigns with stronghold building, resource management, and a dark fantasy tone. Great for groups who want to explore and carve out their own corner of the world.
HighlightsThree apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number gamesDetailed sandbox tools and hexcrawl structure, stronghold building adds long-term goals, push mechanic creates meaningful risk, low-prep with random encounter tables and legend handouts
ConsiderationsOSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox playTightly tied to its Ravenland setting, push mechanic can frustrate cautious players, stronghold rules require the full boxed set, hex encounters can feel repetitive without GM preparation