Forbidden Lands vs Mausritter
Compare Forbidden Lands and Mausritter side by side. See differences in complexity, dice, genre, and more.
| Forbidden Lands | Mausritter | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Sandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random Tables | Rules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, Random Tables, CC-Licensed Rules |
| Core Mechanic | 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. | Roll a d20 equal to or under STR, DEX, or WIL to avoid a risky consequence. Attacks deal weapon damage directly, reduced by armour. Items and conditions compete for limited inventory slots. |
| Dice | d6 dice pool | d20 |
| Complexity | Medium | Low |
| Availability | Free quickstart | Free core rules |
| Runnability | 4 of 5 book tools | 4 of 5 book tools |
| License | Year Zero Engine OGL | Creative Commons Attribution 4.0 International (CC BY 4.0); Mausritter Third Party Licence |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Mausritter Third Party Licence and Mausritter SRD |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Free League Publishing | Exalted Funeral |
| Year | 2018 | 2020 |
| Languages | English, Swedish, German, French, Spanish, Italian | English, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, French, German |
| Best For | 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. | Groups who want mouse-scale sandbox adventures where clever plans and careful supplies matter more than fighting. The rules support exploring dangerous ruins and returning treasure to a safe settlement. |
| Highlights | 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 | Condition cards occupy inventory slots, forcing a choice between carrying supplies and enduring setbacks. Spell tablets trade greater power for faster depletion and dangerous miscasts. Faction goals advance between sessions, letting the world change beyond the mice’s immediate adventures. |
| Considerations | 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 | Damage beyond Hit Protection reduces Strength and can incapacitate a mouse after a single failed save. Depleted spell tablets require specific fictional tasks to recharge. Advancement improves attributes and endurance rather than offering classes or extensive ability choices. |