Forbidden Lands vs Twilight: 2000
Compare Forbidden Lands and Twilight: 2000 side by side. See differences in complexity, dice, genre, and more.
| Forbidden Lands | Twilight: 2000 | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Modern |
| Tags | Sandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random Tables | Gritty, Survival, Combat-Heavy, Hexcrawl, Base-Building, Deadly, Inventory Management, Random Character Creation |
| 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 one attribute die and one skill die, each rated as a step die (d6, d8, d10, or d12). A result of 6+ on either die is a success; 10+ counts as two successes. Rolls can be pushed for extra dice at the cost of damage or stress. Ammo dice track ammunition expenditure during firefights, degrading with use. |
| Dice | d6 dice pool | d6–d12 |
| Complexity | Medium | High |
| Availability | Free quickstart | Paid |
| Runnability | 4 of 5 book tools | Book tools not listed |
| License | Year Zero Engine OGL | Year Zero Engine FTL |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Free League Publishing | Free League Publishing |
| Year | 2018 | 2021 |
| Languages | English, Swedish, German, French, Spanish, Italian | English, Swedish, German, Polish, Italian |
| 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 a gritty military survival sandbox where managing ammunition, fuel, food, and shelter matters as much as combat, set against a Cold War-gone-hot alternate history. |
| 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 | Hex-based travel and exploration system with structured daily tasks (march, forage, scrounge, rest), detailed but playable firearms and vehicle rules with real-world military equipment, ammo dice mechanic abstracts ammunition management without individual round tracking, base-building rules for establishing and upgrading a home settlement |
| 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 | Combat lethality can frustrate players attached to their characters, large core set with multiple booklets and maps to manage, narrow post-apocalyptic military premise limits campaign variety, step dice mechanic produces a flat probability curve with high variance on individual rolls |