I am starting a new campaign. I figured I would make a log of it.
Posted: Thu 26 Nov 2020, 18:25
Hey guys.
I am starting a new game of Forbidden Lands and I thought I would make a log of how everything goes. I am doing this for 3 reasons.
1) I hope it might help out others who are considering running their own game.
2) I want to hear from others. I will be talking about my plans for future sessions and such and maybe you guys will see things or come up with ideas I didn't think of. I am glad to get inspiration from the community.
3) I want to show off my GM style and how I do things. I think this can help other GMs or people considering running a game and might find it all a bit overwhelming.
So before I get into the campaign itself I am going to go over my GM setup.

I made my own GM screen (4 pages landscape). The blue tokens are willpower tokens I have a supply of. (I will get more into what I use them for in a bit). I have my dice. My note cards (these will usually have notes for the session), the little black box is a note card box with monsters and NPC and blanks, a printed up map of the forbidden lands with locations marked on it and where the races live. A piece of scratch paper for all the stuff I will need it for. Bellow the map are some other reference sheets I will get to in a minute. And of course dice. (bone attribute, teal skill, black equipment)

Here is an example of the note cards I made using a snip tool and my pdf copies of the books. If I know I need certain cards I have them stacked to the right of my scratch paper ready to go. I did it for the "common race" stat blocks too and I make one for each of the professions so if I need to make an NPC on the fly I have stats for them.

Here is how I keep them all organized.

I put all the stickers on clear plastic hexes so that I don't use them once and loose them.

I used a laser cutter to etch the symbol for Wyrm into a clear disc and colored it in to act as a "Player Marker". This is what the players will use to see where they are at. The amber disks are used to mark where they have been.
Okay. So with that bit out of the way I want to go over house rules I will be using in the game.
1) "Cross Classing". I allow my players to buy into the talents of other professions. I use the rules for learning magic to do it. Without someone to train you it costs 3x exp and that can double for magic. x3 for cross classing and x3 for no teacher for a total of x6 cost to just learn magic on your own as a Peddler or some such. It's unlikely we will see much cross classing at all, but I explain it to my players by saying "You have a history in which you have been trained to do this job and thats how you start. But that doesn't prevent you from learning a new job. It's just not what you are accustomed to so it's going to be more difficult without help.
2) Willpower for the GM. I like the idea of a meta currency for the GM. It gives me rules to follow and makes me more of a player. The players like that when I do certain things I am doing them within a frame work of the game. To that end I have and generate willpower and have certain ways to spend it. I based this heavily on darkness points in Coriollis. It works, currently, as follows.
I generate willpower when...
-The players enter a new hex for the first time. 1wp
-The players find a new adventure site. Variable based on the adventure site. Typically 1-3.
-The players push a roll. 1 WP
-NPCs push a roll. Same as players, I get 1 per bane.
I spend WP to...
-Choose a result on the monster table instead of rolling. 1 WP
-Cast spells and activate talents on NPCs. Same as players.
-Activate traps/environmental hazards. Variable based on the threat of the thing.
In the past I also had an option to spend WP to cause an equipment bane (it wouldn't change their dice results it would just add a bane to their roll). This was like spending DP to jam a gun in Coriolis. But It was a feel bad mechanic and I decided to drop it.
3) Action Economy. I give fast and slow actions a point value. Fast actions are 1. slow actions are 2. As per normal the players can make 2 fast or 1 slow and 1 fast action a turn. They can however keep making additional actions, but each additional action applies a cumulative penalty to the rolls. If they ever fail a roll they are no longer allowed to take actions until their next turn. I.E. they can move and attack. Then parry (-1). Or move, and swing, then attack (-2) and then parry (-3). They can only make 2 Run actions in a turn as they normally would. Mainly it makes it so they CAN defend themselves even when outnumbered but can still only defend themselves so much before they fail and start getting beaten into the ground. I prefer soft caps over hard caps. It's just how I do things.
Finally the game.
I have a 3 player Party.
-A Frailer Fighter who is looking to make his mark on the world. Power and Glory and Wealth are out there and he wants to claim his share. Dark secret is he loves the violence and sees himself as superior to both his human and elven kin.
-A Dwarf Champion who is on a quest to recover Scarnesbane. His Dark Secret is that in pursuit of Scarnesbane he betrayed his Kin to chase a promising lead and that betrayal led to some deaths. All the worse the lead was a dead end.
-A Wolfkin Bloodmagic Sorcerer. Out in the world in pursuit of knowledge and power. His Dark Secret is that Zygofer haunts his dreams and attempts to influence him.
The first session will be the first weekend in December 2 weekends from now. Each player will be given a number of Legend hand outs (a mix of adventure sites and artifacts) equal to their Wits + Lore. They will begin the game with 3 Will Power. The map will start like this.

Outside of their starting legends the group will be given a legend of a bandit hideout that predates the Blood Mist. The bandits have never been seen since the rise of the mist and were presumably killed off in the first year of it's existence. But their hideout and treasure has gone unfound. They will be given clues to find it within the woods where they are starting. The underground lair has been taken over by Trolls. I intend for them to fight one outside or just inside (depending on the time of day) and see how well they do. Then a second fight inside with either 1 or 2 more Trolls. Or maybe the 1 troll will be enough! Again, I will see how well they do in that first fight. Here they can acquire some loot to start. A bit of money, some adventuring gear off a dead adventurer or 2 that the trolls had killed and eaten, and maybe some valuables to sell. One of the handouts will be for The Hollows to the south of them. A good place to sell, buy other supplies, and get into the other aspects of the game.
I intend all this as a kind of tutorial that will last for the first few sessions at least. Here is a small 3-4 room dungeon/adventure site. Some monsters and some loot. Here is the travel mechanics while you hike into town. Time to do some RP, learn about the Rust Brothers from Starkas, the Raven sisters maybe, the nature of the undead in the world, and so forth... Then I will leave them to get involved in the Hollows as they see fit with the Smith taking a day or more to make anything they want made it gives them time to get invested in the events of the town. Or they can move on to any of the other legends they have. I intend for them to stumble into the Ravens Purge campaign and get dragged into it's events one way or another.
I am starting a new game of Forbidden Lands and I thought I would make a log of how everything goes. I am doing this for 3 reasons.
1) I hope it might help out others who are considering running their own game.
2) I want to hear from others. I will be talking about my plans for future sessions and such and maybe you guys will see things or come up with ideas I didn't think of. I am glad to get inspiration from the community.
3) I want to show off my GM style and how I do things. I think this can help other GMs or people considering running a game and might find it all a bit overwhelming.
So before I get into the campaign itself I am going to go over my GM setup.

I made my own GM screen (4 pages landscape). The blue tokens are willpower tokens I have a supply of. (I will get more into what I use them for in a bit). I have my dice. My note cards (these will usually have notes for the session), the little black box is a note card box with monsters and NPC and blanks, a printed up map of the forbidden lands with locations marked on it and where the races live. A piece of scratch paper for all the stuff I will need it for. Bellow the map are some other reference sheets I will get to in a minute. And of course dice. (bone attribute, teal skill, black equipment)

Here is an example of the note cards I made using a snip tool and my pdf copies of the books. If I know I need certain cards I have them stacked to the right of my scratch paper ready to go. I did it for the "common race" stat blocks too and I make one for each of the professions so if I need to make an NPC on the fly I have stats for them.

Here is how I keep them all organized.

I put all the stickers on clear plastic hexes so that I don't use them once and loose them.

I used a laser cutter to etch the symbol for Wyrm into a clear disc and colored it in to act as a "Player Marker". This is what the players will use to see where they are at. The amber disks are used to mark where they have been.
Okay. So with that bit out of the way I want to go over house rules I will be using in the game.
1) "Cross Classing". I allow my players to buy into the talents of other professions. I use the rules for learning magic to do it. Without someone to train you it costs 3x exp and that can double for magic. x3 for cross classing and x3 for no teacher for a total of x6 cost to just learn magic on your own as a Peddler or some such. It's unlikely we will see much cross classing at all, but I explain it to my players by saying "You have a history in which you have been trained to do this job and thats how you start. But that doesn't prevent you from learning a new job. It's just not what you are accustomed to so it's going to be more difficult without help.
2) Willpower for the GM. I like the idea of a meta currency for the GM. It gives me rules to follow and makes me more of a player. The players like that when I do certain things I am doing them within a frame work of the game. To that end I have and generate willpower and have certain ways to spend it. I based this heavily on darkness points in Coriollis. It works, currently, as follows.
I generate willpower when...
-The players enter a new hex for the first time. 1wp
-The players find a new adventure site. Variable based on the adventure site. Typically 1-3.
-The players push a roll. 1 WP
-NPCs push a roll. Same as players, I get 1 per bane.
I spend WP to...
-Choose a result on the monster table instead of rolling. 1 WP
-Cast spells and activate talents on NPCs. Same as players.
-Activate traps/environmental hazards. Variable based on the threat of the thing.
In the past I also had an option to spend WP to cause an equipment bane (it wouldn't change their dice results it would just add a bane to their roll). This was like spending DP to jam a gun in Coriolis. But It was a feel bad mechanic and I decided to drop it.
3) Action Economy. I give fast and slow actions a point value. Fast actions are 1. slow actions are 2. As per normal the players can make 2 fast or 1 slow and 1 fast action a turn. They can however keep making additional actions, but each additional action applies a cumulative penalty to the rolls. If they ever fail a roll they are no longer allowed to take actions until their next turn. I.E. they can move and attack. Then parry (-1). Or move, and swing, then attack (-2) and then parry (-3). They can only make 2 Run actions in a turn as they normally would. Mainly it makes it so they CAN defend themselves even when outnumbered but can still only defend themselves so much before they fail and start getting beaten into the ground. I prefer soft caps over hard caps. It's just how I do things.
Finally the game.
I have a 3 player Party.
-A Frailer Fighter who is looking to make his mark on the world. Power and Glory and Wealth are out there and he wants to claim his share. Dark secret is he loves the violence and sees himself as superior to both his human and elven kin.
-A Dwarf Champion who is on a quest to recover Scarnesbane. His Dark Secret is that in pursuit of Scarnesbane he betrayed his Kin to chase a promising lead and that betrayal led to some deaths. All the worse the lead was a dead end.
-A Wolfkin Bloodmagic Sorcerer. Out in the world in pursuit of knowledge and power. His Dark Secret is that Zygofer haunts his dreams and attempts to influence him.
The first session will be the first weekend in December 2 weekends from now. Each player will be given a number of Legend hand outs (a mix of adventure sites and artifacts) equal to their Wits + Lore. They will begin the game with 3 Will Power. The map will start like this.

Outside of their starting legends the group will be given a legend of a bandit hideout that predates the Blood Mist. The bandits have never been seen since the rise of the mist and were presumably killed off in the first year of it's existence. But their hideout and treasure has gone unfound. They will be given clues to find it within the woods where they are starting. The underground lair has been taken over by Trolls. I intend for them to fight one outside or just inside (depending on the time of day) and see how well they do. Then a second fight inside with either 1 or 2 more Trolls. Or maybe the 1 troll will be enough! Again, I will see how well they do in that first fight. Here they can acquire some loot to start. A bit of money, some adventuring gear off a dead adventurer or 2 that the trolls had killed and eaten, and maybe some valuables to sell. One of the handouts will be for The Hollows to the south of them. A good place to sell, buy other supplies, and get into the other aspects of the game.
I intend all this as a kind of tutorial that will last for the first few sessions at least. Here is a small 3-4 room dungeon/adventure site. Some monsters and some loot. Here is the travel mechanics while you hike into town. Time to do some RP, learn about the Rust Brothers from Starkas, the Raven sisters maybe, the nature of the undead in the world, and so forth... Then I will leave them to get involved in the Hollows as they see fit with the Smith taking a day or more to make anything they want made it gives them time to get invested in the events of the town. Or they can move on to any of the other legends they have. I intend for them to stumble into the Ravens Purge campaign and get dragged into it's events one way or another.