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 Number | Forbidden Lands | |
|---|---|---|
| Genre | Post-Apocalyptic | Fantasy |
| Tags | Sandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending AC | Sandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random Tables |
| Core Mechanic | 2d6 + 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. |
| Dice | 2d6 / d20 | d6 dice pool |
| Complexity | Medium | Medium |
| Availability | Free core rules | Free quickstart |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Proprietary | Year Zero Engine OGL |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Sine Nomine Publishing | Free League Publishing |
| Year | 2025 | 2018 |
| Languages | English | English, Swedish, German, French, Spanish, Italian |
| Best For | Sandbox 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. |
| Highlights | Three 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 games | Detailed 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 |
| Considerations | OSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox play | Tightly 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 |