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Forbidden Lands vs Old-School Essentials

Compare Forbidden Lands and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.

Forbidden LandsOld-School Essentials
GenreFantasyFantasy
TagsSandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random TablesDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support
Core MechanicRoll 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.Attacks roll d20 against an attack matrix or an optional ascending Armour Class target. Saving throws meet a category target on d20. Ability checks roll at or below an ability score on d20.
Diced6 dice poold20
ComplexityMediumLow
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseYear Zero Engine OGLOGL 1.0a
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherFree League PublishingNecrotic Gnome
Year20182019
LanguagesEnglish, Swedish, German, French, Spanish, ItalianEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean
Best ForSandbox 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 treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.
HighlightsDetailed sandbox tools and hexcrawl structure, stronghold building adds long-term goals, push mechanic creates meaningful risk, low-prep with random encounter tables and legend handoutsTreasure recovered from adventures provides most experience points, rewarding successful exploration over fighting alone. Reaction and optional morale rolls let encounters lead to negotiation or flight instead of automatic combat. Stronghold construction and taxation let accumulated wealth support a growing domain.
ConsiderationsTightly 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 preparationCharacters die at zero hit points, and failed poison saves are usually fatal. Demihuman characters combine ancestry with class and have lower level limits than human classes. Declared spells are lost if the caster is hit or fails a saving throw before acting.