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Forbidden Lands vs The Walking Dead Universe RPG

Compare Forbidden Lands and The Walking Dead Universe RPG side by side. See differences in complexity, dice, genre, and more.

Forbidden LandsThe Walking Dead Universe RPG
GenreFantasyHorror, Post-Apocalyptic
TagsSandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random TablesSurvival, Narrative, Deadly, Character-Driven, Gritty, Licensed IP
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.Roll a d6 dice pool (attribute + skill). Each 6 is a success. Push your roll to reroll failures, but gain 1 stress and add a stress die. Stress dice that roll 1 cause bad things: attracting walkers, panic, or worse. Only 3 HP means every fight is dangerous. Anchors (named NPCs) relieve stress. Breaking Points track psychological damage; cross too many and your character is Shattered.
Diced6 dice poold6 dice pool
ComplexityMediumLow
AvailabilityFree quickstartPaid
Runnability4 of 5 book toolsBook tools not listed
LicenseYear Zero Engine OGLAll Rights Reserved (AMC Networks license)
Third-Party PublishingNot yet researchedNot yet researched
PublisherFree League PublishingFree League Publishing
Year20182023
LanguagesEnglish, Swedish, German, French, Spanish, ItalianEnglish, Swedish, German, Polish
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 tense, character-driven survival horror in the Walking Dead universe: where stress, difficult choices, and human drama matter more than combat.
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 handoutsStress dice create constant tension, push mechanic forces difficult decisions, only 3 HP makes combat highly consequential, Anchor system ties survival to relationships, well-integrated licensed IP
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 preparationTightly bound to the Walking Dead IP with limited homebrew flexibility, limited character options in starter set, stress mechanics can cascade into unavoidable spirals, Anchor system penalizes character growth through loss