# Forbidden Lands
tags: #game/rpg/forbidden-lands
![[Forbidden Lands (cover).jpg]]
In the charmingly bleak and thoroughly unoriginal world of **Forbidden Lands**, you, a presumably average humanoid, are thrust into a medieval fantasy post-apocalyptic setting, graciously published by Free League Publishing in 2018. This world, ravaged by the conveniently lifted fatal mist, teases with the forbidden fruits of uninhabited castles and cities, ripe for the looting by any adventurer dull enough to believe they're the first to think of it.
The core of this game's so-called "innovation" lies in its dice resolution mechanics, which daringly eschew the passé concept of hit points for a direct assault on your character's Strength and Wits. Yes, should you choose to engage in physical or psychic fisticuffs, be prepared to see your attributes wither away like your patience for this system. Players gamble with their well-being to generate Willpower, a currency of desperation, by re-rolling failed checks at the risk of further damage, in a mechanic that seems designed to either thrill or annoy—depending on your tolerance for self-sabotage.
Magic, that ever-present crutch of the fantasy genre, is here as well, powered by Willpower and fraught with the kind of danger that can only be described as bureaucratically lethal. Spells are a gamble, with success guaranteed unless the dice cruelly declare otherwise, summoning horrors ranging from a mild inconvenience to the outright apocalyptic. The utility of spells spans the imaginative gamut from summoning and illusions to healing and nature manipulation, ensuring that every caster can find their niche of overpowered abilities to exploit.
Between the lines of this grimdark, sandbox survival guide, you'll find a setting striving for depth but often tripping over its own ambitions. The Forbidden Lands are a realm cut off by the Blood Mist, a narrative device as thin as the paper it's printed on, designed to create a veneer of mystery and danger. Inhabitants, including the players, navigate a world where cooperation is as likely as a goblin's tea party, and every unexplored site or ruin is a death trap waiting to spring. The game's ethos, "life is cheap," is as much a warning to characters as it is to players, promising a journey where the greatest achievement may simply be surviving to tell the tale.
Despite its flirtation with innovation, critiques of **Forbidden Lands** often highlight its struggles with integrating its rich lore into gameplay, and its mechanics, while modern, may leave one pining for the simplicity of hit points. The towns and villages seem untouched by the centuries of isolation imposed by the Blood Mist, an oversight that may leave the more critically minded player pondering the missed opportunities for a truly unique setting.
In summary, **Forbidden Lands** offers a mix of old-school charm and new-school mechanics, wrapped in a setting that tries hard to be both grim and adventurous. It's a game that might appeal to those who enjoy punishing mechanics, a high level of risk, and the freedom to carve out a niche in a world that frankly couldn't care less if they lived or died. Dive in if you dare, but don't say you weren't warned.
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## References
- [Purchase Forbidden Lands on Free League | Free League](https://freeleaguepublishing.com/games/forbidden-lands/)
- [Forbidden Lands on Wikipedia | Wikipedia](https://en.wikipedia.org/wiki/Forbidden_Lands)
- [Forbidden Lands RPG review - Tabletop Gaming | Tabletop Gaming](https://www.tabletopgaming.co.uk/reviews/forbidden-lands-rpg-review)
> [!quote] Neurothrope-00 ![[Neurothrope Avatar.png|100]]