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The Lost March vs White Box: FMAG

Compare The Lost March and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

The Lost MarchWhite Box: FMAG
GenreFantasyFantasy
TagsClassic Fantasy, Sandbox, Exploration, Hexcrawl, Dungeon Crawl, Faction Play, Domain Management, Random Character Creation, Vancian Casting, Inventory ManagementRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
Core MechanicA skill check rolls a pool of d6s equal to the skill level: one to five dice, plus a die for some class bonuses. Normally a 6 is a success and a 5 is a partial success. An Ability adjustment either widens the success range or adds a critical-failure range on the lowest faces. Settlement, wilderness and combat checks are opposed by the referee's dice, where equal results cancel and a partial success downgrades a full one. In combat, successes and partial successes are assigned to attack or defend. A hit deals the weapon's maximum damage on a success or its minimum on a partial success.Roll d20 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6.
Diced6 dice poold20
ComplexityLowVery Low
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools2 of 5 book tools
LicenseProprietaryOGL 1.0a
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherFausto BottaSeattle Hill Games
Year20252016
LanguagesEnglishEnglish
Best ForGroups who want a long old-school sandbox campaign that turns treasure into faction rank, training and eventually conquered land.Groups wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
Highlights
  • There are no hit points: wounds lower Ability scores directly, so an injured character can carry less treasure home.
  • The lawful factions sell ranks and months of training for gold, so treasure replaces experience as the advancement currency.
  • Each exploration turn, the referee secretly rolls hazard dice sized by difficulty (1d6 on plains, 3d6 in swamps), and each 5 or 6 adds a complication or an encounter.
  • Attribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency.
  • Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures.
  • A free PDF and a low-cost print edition make it one of the most accessible OSR games.
  • Intentional rules gaps and a blank House Rules page explicitly invite customization.
Considerations
  • Dice resolve only a set of defined checks, so players usually get past traps and puzzles by describing what their characters do rather than by rolling a skill.
  • Wounds normally heal at one Ability point per day of rest, and ten or more days of healing cost a month of training.
  • Characters begin as agents of a supremacist colonial reconquest, a premise the book states openly and asks the referee to expose through play.
  • Four classes (three without the optional Thief) limits character variety.
  • No formal skill system: the Referee adjudicates all non-combat actions.
  • Level tables cap at 10, requiring house rules for extended campaigns.