|"More like RAAARR Away Land, amirite?"|
I remember checking out the Far Away Land Kickstarter back when it was funding. I thought the bright, simple art was charming and evocative and imaginative (it reminded my a lot of my friend +Leighton Connor's art. You should check it out!) I'm not sure why I didn't back it. I might just not have had the money at the time, or I might have been too distracted by Fate Accelerated to think about purchasing another game. I dunno.
But now I have the Tome of Awesome, which combines the Core Rules, Creatures Vol. I, Companion Rules, and Tales of Awesome. It's a whole lotta' book (270+ pages).
The game uses a pretty simple three-stat system with a d6 dice pool mechanic. Roll a few dice, take the highest and compare scores. Pretty simple, nothing too amazing, but functional. There are also simple rules for magic and gear. The Boons, Flaws, and Abilities make sure that each character, while numbers-lite, is distinctive. The game is designed to make characters quickly and get them out into the world, exploring and fighting monsters. I can get behind that.
|And I can fit an entire character plus illustration on half a sheet of paper...|
There are evil giant robots called Ten-By-Ten-Men. TEN-BY-TEN-MEN!!!
The book details some nifty group world-building mini-game, but also includes a decent gazetteer of many unique places in Far Away Land. There are a lot of hex maps with big unexplored areas and evocatively-named mystery places to tantalize the GM's imagination.
Far Away Land delights me. I think it will work well with some of my Skype games when I want to play some gonzo fantasy but don't want to deal with all the details or "baggage" of D&D.
Also, the game seems nicely hackable. I am fascinated with the idea of using Far Away Land for Carcosa.
Let me tell you what really sold me on this game, though. It's Dirk Stanley's amazing semi-animated shorts for Far Away Land. My favorite, Episode 5, details the Boom War. Check it out!