I have always been a big fan of video games that have mini games built in. Mario Party, Grand Theft Auto, Kung Fu Chaos are a few that come to mind right off. This idea of the mini game somehow enhances my experience in the fictional world and it is something that I was interested in trying to build in a tabletop rpg.
Here are four mini-games included in Far Away Land...
The Gods of Far Away Land: You take on the role of a god and interact with the other gods (players) as you all attempt to build a world and create races and followers.
The Historians of Far Away Land: This is an expansion of The Gods of Far Away Land and allows the players to expand in greater detail on the world they created previously. In The Historians of Far Away Land, players take on roles as historians attempting to put history together. Players work together to build narratives and define previous events or create new events in more detail.
Mass Combat: Far Away Land has a simple mass combat system which allows players playing at any level of the game (gods, historians , or single PCs in control of armies) to take part in wars and skirmishes at any scale imaginable. The system uses ratio conversions along with character levels to quickly determine unit strengths so that players get into the meat of combat with very little preparation.
Training Montage: Movies in the 80s kicked ass because they were full of training montages. Basically the protagonist would train by punching hunks of beef, or jogging, or working out in the cab of his semi or showering in a car wash while inspirational music plays in the background. Far Away Land simulates this experience as PCs find mentors and then narrate their own training montage, sometimes playing their own inspirational music while the other playters vote as to how awesome the montage was. Better montages come with perks such as cutting down on training time and less cost.
I have some other things in mind but as of now, these four styles of gameplay are already included in the core rules.
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