(DM) You successfully rolled to evade, and are inside at last (Player) Nice! (DM) There's an ominous portal. You can walk through or turn back. (Player) I'll risk walking through. (DM) Roll your magic skill to see if you can keep from getting messed with (Player) *rolls* (DM) Another success. Hmm... (Player) Nice! (DM) Yeah... nice... BUT... (Player) But... what? (DM) A solid door closes behind you! You're trapped in a room with no way out! (Player) Ok, do I get to roll for...? (DM) And SUDDENLY.. you start SHRINKING! (Player) What? (DM) Lose all of your money and belongings ... except keys, b/c they fall off you (Player) Dude, are you kidding me right now!? You can't be serious! (DM) You find a hole to dive through in your small form, roll to escape (Player) Well, you don't give me any other options, so...*rolls* (DM) Another success... well, you take damage anyways from a bug that bites you (Player) DUDE! I was SUCCESSFUL! C'MON! (DM) The hole leads outside. The spell wears off and you return to normal size (Player) Well, I'm heading back in, because I need my money and stuff! (DM) Sorry, the door is sealed, you don't have the key, and don't know where to get it (Player) *sigh* (DM) You're in the frozen wastes, take 1 damage per move, since you lost your furs. (Player) *face-palm* (DM) Just go check your stash at town. You did keep spare equipment, right? (Player) NO! I DIDN'T REALIZE I'D RUN INTO AN EVENT THAT TOOK LITERALLY EVERYTHING FROM ME! (DM) Oh.. well.. (Player) And I can't BUY more gear, because you just took ALL MY MONEY, TOO! (DM) Well, you're gonna have to figure a way out of this. Take 1 damage. Tick-tock. (Player) *crumples up character sheet and leaves* (DM) WAIT! I thought we were having FUN! Fabled Lands plays like a mash-up of old-school D&D letting you wander an open world of adventure, but leans in on abusive encounters akin to Choose Your Own Adventure or Fighting Fantasy books, too. What I narrated above was literally one of the encounters in the game. Other such encounters are... - You move to a random road to travel, rolled a low dice score, a thief steals ALL OF YOUR MONEY - You failed a roll or didn't choose the right option, so you INSTANTLY DIE - You choose to face the monster thinking you'll fight it. Instead you INSTANTLY DIE - You chose or rolled poorly on an encounter, so you PERMANENTLY LOSE ATTRIBUTE POINTS I'd say there's like 5% encounters like that. So, it's not pure brutality the like Steve Jackson Firetop Mountain or Sorcery! games. But, it throws an encounter at you every now and then that makes you want to punch someone in the face for thinking it was a good design decision. By contrast, sometimes you'll LUCKED into something on the opposite end of the spectrum: - You're doing what you thought was just some routine exploration, Here's 3000 GOLD! (wut?) - You were off messing around over here, Here's an AMAZING ITEM (um...) - You did a few actions to just explore, Here's +1 (or more!) TO AN ATTRIBUTE/SKILL (whoa!) Most of the time you'll be wandering around exploring, following up on clues, maybe chasing a quest, and those will end with a few skill checks, maybe some combat, and some looting. Pretty standard D&D'ish stuff. But, every once in a while, the game will just shaft you HARD on something, or just drop a windfall into your lap out of the blue. And the contrast is very stark compared to the rest of the game.. like there were 2 people writing the game, and one was all about the Steve Jackson abusive adventure books while the other person was about the old-school Red box D&D gaming experience. And the two mentalities clash. Other gripes about the game... - The character classes are not specialized enough, having way too much generalization and overlap amongst them. I started a warrior. His combat ability helps in fights. But, his high sanctity (holy ability), scouting (forestry) and charisma have been saving his bacon right and left making him role-play like more of a skald warrior-poet druid guy. That's cool and all, but not what I thought I was getting into. There's an archer/scout character that just starts with more scouting and less combat skill. But, I'm pretty sure it plays the same way, b/c the high levels on the overlapped skills. - Poor tutorial has you bungling around with items at start (eg: didn't know I was supposed to equip holy symbols, compass, etc to gain their benefits. Thought I just needed them in my inventory). - Limited inventory space turns into inventory micro-management after a while, and there's a LOT of one-off items to carry for very specific areas - You fail a quest, it's OVER. No redos. Even on filthy casual mode. - The game never shifts to dungeons or other maps. It just turns into a text adventure game when it has you explore woods or dungeons more. You're supposed to start taking notes to figure it out, or maybe have found some clue some place else to help you know which options to choose. It kind of distracts from the "see your guy move on the map" when suddenly you're "here's a lot of narration, now 4 options and more that branch off... good luck!" - Limited spell / specialization slots means you need to synergize your character build, but, until you find the expensive scrolls/books to do so, you might find out you put together an awful build, and have to waste tons of time and money trying to find the stuff that will synergize better - The pacing of the first mainland area is great, easily finding quests to go on. But, further areas feel bland, as tavern rumors don't lead to much, and quests feel fewer and further between. Feels like the game was padded with good early content, so professional reviewers that only play a few hours will give it raving reviews while real players playing it through to the end will find the mid to late game content sparse. This is the kind of game I wish I could give a "meh" to. 90% of the time you'll probably be having a good time. It's that 5-10% of the time when the game feels like it's being an absolute abusive jerk to you that will have you questioning whether to proceed. The game REALLY needs to have a more dire warning before beginning that it has drastic situations in it that masochistic players might fine entertaining while filthy casuals won't. Or, better yet, if the player is using filthy casual "explorer" mode, disable the insta death, etc stuff. If you play on "explorer" mode it can feel like table-top Skyrim, b/c you can start to specializing in a lot of things (my warrior is becoming quite the jack of all trades, master of all when it comes to magic, cleric stuff, thievery, etc). If you play on normal or hard mode, then you'll face more hardship, more failed rolls, etc. It'll start to feel more like abusive D&D or Fighting Fantasy stuff. There's an ironman mode, too, for the really masochistic. In all of these except maybe Ironman mode, you can quick-save before making a roll in order to reload and cheese it until you get the result you want. So, this is the part of the game that lets the player be more abusive to it. You can play the game as-is and accept all consequences thrown at you. Or, you can save scum things to get only the best results (subjective, depending on who your character is). So, there is some player restraint involved. Overall, I give it a reluctant thumbs-up, b/c if you don't have your own D&D group to play old-school BECMI with, then this is the next best thing.
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