Thursday, March 26, 2015

The Evil GM - Far Away Land - Taking a close look at Character Creation

I was talking to a few of my buddies yesterday and they became very interested when I showed them my Far Away Land RPG Tome of Awesome. What caught their eye was the artwork and then they wanted to know more about the game. 

They've seen my posts on the subject and seen the posts +Erik Tenkar from Tenkar's Tavern puts up like a million times in a day (he's a posting machine madman!) and now really want to know more about it.

I sat down (well virtually,  'cause it was done online) and we talked about the game in general, the wackiness, and then how characters are created.

Everything pretty much explains itself, but I think the folks I was talking with had a little bit of an issue with the whole, "you can design your character to be whatever you want".

Yes, you can do that.

Quote from the Tome of Awesome, page 5 to 6:
Character Conception
Before you begin rolling dice and making a PC, think about the type of PC you want to create. Take into consideration the type of game the GM will be running and the ways your PC could be both unique and beneficial to the game setting. It is a good idea for players and GMs to discuss the type of characters being created.
Once your group has decided on the type of game to play, look for inspiration from movies, books, TV, cartoons, etc. to help you create the character you want. Don't worry about making the perfect character but rather a character that is unique and interesting to you.

Want to design up a ninja that can cast spells? Sure go ahead!
Want to design up a warrior that uses a shovel ? Sure go ahead!

How is this possible? Well, looking further into the rules of character creation we see under step 7, something called Boons, or if you want to compare it to something, its sorta like Feats in D&D 3e and up.

Quote from the Tome of Awesome, page 7:
Boons represent areas in which a PC has trained or had experience and therefore gains a bonus die to their Stat roll when attempting a specific action. All Boons start with a +1 die bonus which is applied to the Stat roll associated with the Boon. A Boon can have a maximum score of +5. PCs begin with a maximum of 4 Boons.

This is how you make or mold the character into your vision with the list of boons given in the book, plus you are encouraged to sit down with the GM and design up custom ones to fit your character.

So looking at that Ninja concept again:

We see there is a Boon to use Magic, called Arcane... Great! Now let's look on the list, we see Sneak and Melee perfect! Now we have one Boon left, we can either grab another from the list or sit the GM and design one up to fit the Ninja concept..

Quick thoughts on a special Boon, would be Ninjutsu (or commonly Ninjitsu). Looking at that is a little involved and it's not just one thing, but could work. So maybe after crafting it, the GM may say, okay, well when we do your flaws, you have to take an extra one.

Yes, along with the good, there is a the bad. Flaws. You have to take 1d3 flaws and the book does suggest them for you, or you can make custom ones.

This is how flexible and wonderful this system can be! I suggest if you are reading this and want to know more, check out the Far and Away Podcast and go to the Far Away Land RPG Website for more information on the game itself!

Tuesday, March 24, 2015

The Evil GM - Far and Away Podcast is now on iTunes!

Finally Apple has sent the information to me alerting me the Far and Away podcast, the only wonderful podcast that talks about the Far Away Land RPG, is now available in searches.

So for those with iPhones, iPods and iPads go ahead and follow this link and it will open directly for you where the podcast is located.

For those on a PC, you can also click and it will open iTunes and show you our show.

So get out there, subscribe, download and give us a review! Remember the more reviews we get the more we get moved up on the list of iTunes Podcasts!

Friday, March 13, 2015

The Evil GM - Far Away Land Premium Tome of Awesome!

Opened up the mailbox and this little gem was sitting there waiting for me and of course everyone wanted to touch and look at the book in my group when I brought it over to them. 

Looks like we might be playing a game of it soon, but we need more books (off to buy!), I don't want this copy being used and abused around the table!

Thanks to the creator Dirk +Far Away Land RPG  for this wonderful edition of the book.

Don't forget its coming soon, the +The Far and Away Podcast -- remember our website is

Friday, March 6, 2015

The Evil GM - Breaking news for Far Away Land RPG Fans. Creature Cards will be for sale!

Today I was given some interesting news from the creator of the Far Away Land rpg,( +Far Away Land RPG ) Dirk.

He let me know the Creature Cards from the KickStarter he held in March 2014, will be released this month so all folks can purchase and enjoy them for their own home games!

Now that is great news as I know quite a few people have been interested in picking those up for their own their own collecting purposes.

No price has been determined at this point, but please do keep checking on this blog as more news breaks.

The Evil GM - Using Lego for FAL Minis?

With this week of all the stupid ice storms, me not being able to get into work, trapped inside my own house, I got to thinking about using minis in the Far Away Land.

I quickly looked at my D&D minis and thought they wouldn't make due, because they were boring and didn't show off the wacky wonders found in FAL.

Then I got to glancing over at my hundreds of Star Wars Lego figs I had, and thought let me look. I wasn't let down at the Lego site, as with these couple of examples of the sets you can purchase and then mix and match for great little monsters.

I will be heading to the Lego Store this weekend, and grab a bunch of little pieces, bodies, heads and whatever else to see what I can make.

I've used Lego in my Star Wars games before, but nothing else, so this should be fun as well.

Sure I could print the creatures on small hard-stock paper, and cut them into minis with standees, but using Lego for this project would be a lot more fun.

Anyone else think this could work out?

Tuesday, March 3, 2015

The Evil GM - Review of A1 - Far Away Land RPG Adventures: Isle of the Rat Wizard

Today I decided to take a look at one of the modules for the Far Away Land RPG. Of course you all may or may not know this game has quickly jumped onto my #1 game to play list. Why?

It's simple, streamlined, feels very OSR but yet modern enough to compete with say the new D&D. I am having fun creating just plain and wacky creatures.

Anyhow, I will be taking a look at the adventure A1 - Isle of the Rat Wizard.

First off the bat, the module is pay what you want as the price, so you want to pay nothing to check it out, go ahead.

Second, the module is only 7 pages long or 3 and 1/2 (depending how you print it).

Third the adventure looks small but it you will get a nice session out of for the night with some good role play from the players.

Fourth, this module is listed as part of an ongoing series of modules, which has been said by Dirk the creator in the G+ community will go up to and conclude at 12.

Now that we got that out of the way we can jump into the module.

The cover gives us this nice little short blurb:
"Your party is shipwrecked on mysterious Island filled with Ratlings who are led by a crazed wizard. The town of Hallo needs heroes. Welcome to the Isle of the Rat Wizard. Explore and try to survive as you discover the mysteries and secrets of the Skull Island."

Alright so we know the PCs are on a boat and they somehow get shipwrecked on the island. Maybe a great storm? Maybe they were trying to out run another ship and didn't notice the rocks at night towards the island? Maybe the ship was attacked by a giant fish monster? 

Whatever the case, you're the GM, you decide.

We get a nice simple and colorfully drawn map keyed for the locations on the island. Such as the river, the jungle and the settlement of Hallo are just some examples. We also get a nice handy random weather generator to help set the mood of the island.

There is also two random wandering monsters charts to roll upon.

The point of this adventure is that the characters are stuck and there is only one way to get off this island, another boat is needed.

Where can they get it?

From the people of Hallo, of course! They have a small encampment and are willing to provide the PCs with a boat and a gold bar, if they remove the Ratlings infestation on the island. The people of Hallo are weak and really can't handle the Ratlings, so in come the PCs, the Ratlingbusters!

This is where a bunch of great roleplaying can happen, between the folks of Hallo and the PCs. Will the PCs convince some of the Hallo-[ians] to fight along side them, or will they push the folks too far and get kicked out?

So once the PCs agree, they find out most of Ratlings live in the giant hard to miss skull mountain, plus there is a nice encampment the Ratlings set up themselves, but the PCs wont know this.

Now the PCs have to find a way to get to the mountain. Do they brave the hot creepy jungle? Grab a small fishing boat and brave the rushing river that pours out into the sea? Hmmm.

Whatever the PCs decide, they are in store for some challenges, as they will run into Ratlings or  the winged hairy that will stand in their way.

The author does a nice job suggesting how to proceed and let's you roll with what you'd like to do as the party makes its way into the mountain to discover what's hidden in the skull mountain.

What? You want me to tell you everything? Nope. Don't want to just in case players are reading.

Just kidding!

The mountain has 5 key locations and each room is described with what to do, including to when you reach the "big bad" near the end and have battle against what appears to be a magic wielding undead rat king!

All in all this is a sold nights adventure with a lot of fun. 

Best part is it is Pay what you want, so go ahead and pay nothing to take a look, but if you enjoy it... Why not head back to throw some silver the authors way.

Monday, March 2, 2015

The Evil GM - March 4th, GM's Day at!

Here is your chance to get your favorite GM (Ehem, ME!) something from, for 30% off starting March 3rd!

Oh yeah and you can get something for yourself too, may I suggest getting the +Far Away Land RPG, located here

The Evil GM - Character with Baby, Follow up.

Following up on my post from last week, when one of my players asked about a concept of her character having a baby while adventuring, The Evil GM - Adventurer with... baby?!

The group got together, and we all talked about it, and everyone seemed to agree with playing along. One player even stepped up and decided on going with a Paladin to make sure "nothing happens to the baby". He also decided that their back story was they met along the way and the Paladin out of the kindness of his heart, started helping her and protecting her.. not THINKING there was anything wrong.

The back story on her snatching the baby, was that the mother and father died while out in the field doing work. How she got the baby was she was traveling out of town, and heard the baby crying, and went to investigate. When she came upon the house she found the parents dead, the house ransacked and a crying baby nestled in blankets in a crib. She, with out thought, took the baby and ran, not seeing if anyone else was alive or if she had local family.

Does this fall under "evil intentions" or "motherly nurturing"?

Maybe a little of both, as she decided on Chaotic Good for her alignment.

Here is a twist I decided to add, her character was not aware of the older (but not enough to defend) brother who was hiding in the closet peering out.

So.. I could set this up for a whole brother on her tail, seeking out revenge, as maybe he thinks this character slaughtered his parents and stole his baby sister.

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