Tag: Far Lands

  • Far Lands development diary: Sample of play

    I’m very rapidly approaching the point with Far Lands where I have to start thinking about crowdfunding, which is terrifying. But these final stages are forcing me to reckon with the tasks that I’ve been putting off. Namely, finishing up the sample of play.

    I knew from the start that I was going to need examples of play, but I had no idea how to write them. This was because of a simple problem: I don’t usually read them! The vast majority of ttrpg books I have read have samples of play in them, but I have always just skimmed over them at most.

    So I sat down to read. I looked through my collection of RPG books and read as many samples of play as I could. From my research, I discovered three types of play samples I needed for the book: short-form, long-form, and narrative.

    Short-form

    Short snippets alongside the core mechanics that demonstrate them for the reader. Include these wherever you have any more complex mechanics. I actually didn’t end up needing too many of these, but they’re very important. They were not too hard to write, either- they just had to be succinct and clear.

    Long-form

    A longer narrative that demonstrates big-picture structure and gameplay loop. Long-form samples of play show the designer’s vision of how the game is played. Where the short-form samples show the mechanics in isolation, these demonstrate how all of the mechanics interact in context. This was by far the hardest to write, and I’m going to break down why in the next section.

    Narrative

    Narrative samples are short fiction set within the world of the game. They don’t reference the mechanics of the game at all. Instead, they set the tone and present the setting. In my case, I framed these as text written by explorers from within the worlds of Far Lands games I’ve played. I tried to make each journal entry very distinct from the others. I wanted to show the types of stories the game is built to tell. I wanted to broaden the reader’s horizons of what types of worlds they can explore.

    Long-form sample of play

    The long-form sample was by far the hardest part of writing the book. During the process, I had to completely scrap and re-write it from scratch using the lessons I learned from the first attempt.

    The First attempt

    My first attempt was well-intentioned but, in the end, misguided. My highest priority in this was authenticity. I wanted to capture natural-feeling dialog. I found a lot of demonstrative dialog writing very stilted and unnatural, and I had a plan to avoid that fate.

    I got a group of friends together and, with everyone’s permission, recorded an actual game. My reasoning was that I could use snippets from that game throughout the book as examples of how that section flows.

    After the game, I listened through the recording and transcribed it. It was not too difficult, though it did take quite some time. During that process, I editorialized, cutting out table talk, streamlining the back-and-forth, and inserting narration to describe the game actions we took.

    Only once I had fully written out that sample of play and shared a copy of the current draft of the book for feedback did I realize the problem: The game didn’t make any sense to people who weren’t at that table!

    All of us at the table had gotten really into the game and forgotten that it was intended to be used for teaching! We were all experienced players, so we hadn’t thought to keep things simple. We had built a world-within-a-world where we were hackers and researchers from a cyberpunk world exploring a simulation of heroic fantasy animals. The world we created was fun to explore, and we told a story with some real emotional weight for us at the table, but was very confusing for for readers.

    So I went back to the drawing board. I still wanted something real, but also something easier to control and much smaller in scope.

    The solo game

    I had to do something different. Taking what I had learned from our first attempt, I used the three example explorers from the book to play a solo game. I’ve played a lot of solo games of Far Lands throughout the development process, but it felt different when I knew other people would read the results, not just me.

    Because I was playing a solo game, I was able to shape the game to fit my goal of demonstrating the mechanics. I played the game mostly faithfully. The card flips for the random tables were kept random but I fudged some draws to ensure I encountered a complication and a storm. This way, I didn’t have to wait for those to happen naturally, which let me keep the example succinct.

    And to keep dialog natural, I was able to transcribe my own internal dialog as I worked through ideas as a conversation between hypothetical players. It isn’t perfect- it is still more stilted than the natural conversations I had transcribed from a real game, but it is much more succinct.

    Quite frankly, it still needs work. I’ve formatted it with distinct sections for table talk, written journal entries, and meta-textual rules references, but I need to apply the formatting more consistently. More importantly though, it is currently 27 pages long- Much more than I need! Most likely, I will trim the current sample down to just the first of three days of travel and a short excerpt from the last day, and provide the sample of play as a free PDF.

    Secret fourth thing

    I said earlier that there were three types of samples of play I needed- that was a lie! There is a secret fourth type that I omitted because it does not appear in the book, but it is just as if not more important: The actual play. These are extremely important to how players understand a new game. I rely on them to learn new games myself!

    Fortunately, I was lucky enough to meet the amazing folks over at Open the Gates Gaming to stream some gameplay with them, and they gave me permission to use the videos.

    Check them out!

  • Far Lands update Aug 2026: Unlearning colonial imperialism

    This month has been relatively slow for Far Lands progress, as my passion has been pulled a lot of different directions by side projects, but I have made one major step I’ve been planning for a while: I’ve reached out to a cultural consultant.

    This is something I’ve intended from the very beginning, but I’ve been nervous to take that leap. I am very aware of the troubled history of “exploration” in the real world and in games, and I know it’s had an invisible influence on my work. I’m not trying to make my game universally palatable- rather, I want to discover how this history has affected me and my work, and work to avoid perpetuating the harmful cultural narratives.

    I still have a lot to learn, but this post is dedicated to what I have I learned so far.

    Terra Nullius

    One of the earliest decisions I made in Far Lands was that I didn’t want it to have a large component of interacting with native peoples- the real world history of exploration made that very fraught, and it is imperialist in the extreme to imagine an “uncharted land” that already has people living there!

    However, this introduces an opposite problem: “Terra nullius” is a phrase that describes the false image that a colonized land was totally uninhabited before settlers arrived. By forbidding the possibility of encountering native peoples, I risk reinforcing that myth that erases the atrocities commuted by real-world colonizing forces. in the real world, people already lived almost everywhere long before ships were crossing oceans.

    Explore, Exploit, Expand, Exterminate

    There is a genre of game known colloquially as the “4X” game. The four X’s stand for the heading of this section – Explore, exploit, expand, exterminate.

    Nearly every “exploration” game is really about finding resources to exploit, land to claim and settle (expand into), and enemies to exterminate. It’s not hard to see the fraught history that this glorifies! The latter three are almost always the core motivation for the first, and it is difficult to shift away from that motivation as there is so much cultural tradition built up around this type of narrative.

    Instead, I have tried to design Far Lands focus on creating interesting questions and exploring to find the answer, pursuing curiosity rather than personal or imperial gain. But it is hard to unlearn those colonial narratives, and I worry those themes have infiltrated the example scenarios I provide.

    The Map is not the Territory

    This is a subtle one that I was completely unaware of until I read Playing Oppression, by by Mary Flanagan and Mikael Jakobsson.

    Reducing a region to a map with fixed borders and names has long been a tool of imperial colonialism. Historically, explorers and imperial powers have used cartography to assigned names to things that already had names, to draw borders around things, to stake a claim to land on paper that they had no tangible claim to. Being the first to discover something (or claiming to be first) comes with a sense of ownership- figuratively or literally planting a flag. Expanding the bounds of the known world comes hand-in-hand with expanding the borders of empire.

    To that end, I tried to design the game to always leave more unexplored than you can pin down concretely. There is always blank space left on the map, always things you can see in the distance that you can never physically enter. The map is never “done.” And I never ask the players to name anything. Of course, you can name regions if you want, because it can be fun and harmless, but naming the thing is not really what the game is about.

    Faith and the sacred journey

    I have noticed over the course of designing the game that the roles I offer to players to build their explorers are powerfully influenced by my own background. In particular, being raised in a very mono-cultural New England town has limited my imagination when it comes to representations of faith.

    When I added the Pilgrim role, I looked back at it and was very dissatisfied with it, because the initial draft felt so tied up in my own background. It didn’t feel like it could be used to represent versions of faith very different from what I saw growing up. There was a push and pull as I revised it, along with the Seer, Lore-Keeper, and Evoker roles. I wanted to make them broad enough to represent a wide variety of histories, faiths, and magic practices, but still have enough flavor and specificity to spark ideas.

    The Pilgrim role sheet. You are part of something larger than yourself. You see the truth of your faith in the world around you. What tenet of your faith do you embody? What tenet do you struggle with?

    When I had the chance to speak with the folks at Open the Gates Gaming, though, we realized I’d already done something really powerful. Because each explorer is made up of two role sheets, a very wide range of faiths is represented by virtue of the other role sheet a character has. Is a character a Pilgrim / Crafter? Then perhaps the faith has a focus on craft. A pilgrim / seer may have a very spiritual faith, where a pilgrim / mentor may be focused on forging connections with others.


    I know there’s more I can do, and more I can learn. I was nervous diving into this part of the journey because I was afraid of being wrong. I was afraid that I had been doing the wrong thing for a long time and hurting people without realizing. I was afraid that it would be difficult to unlearn these narratives that have been so ingrained in us from birth.

    But what it has revealed to me is profoundly exiting. Being able to question the default path has let me find a lot of exciting new directions to explore that I wouldn’t have considered. I also don’t want to just blindly do the thing that so many other games an stories do because I want to make something new. And by making a game with sensitivity to the historical harms that come with this genre, I can welcome into it folks who would otherwise have been excluded.

    Learning to question assumptions that I had previously taken for granted has allowed me to explore what happens if I change those assumptions, and it’s unlocked design spaces that I hadn’t previously seen. And I couldn’t be more excited to see what lies down those paths.

  • Far Lands at GenCon & Stream recordings

    GenCon

    I’m excited to announce that I’m going to be hosting a few sessions of Far Lands at GenCon this week through Games On Demand! Find me at the Westin Hotel in Grand Ballroom 3 on the second floor, near the convention center skywalk.

    I’ll be facilitating two sessions: One from 4-6 on Thursday and one from 2-4 on Friday. I couldn’t be more excited, and I’m grateful to the folks at Games On Demand for the opportunity!


    Stream VoDs

    Miss the streams of Far Lands that I did with Open the Gates Gaming I did a few months ago? The full recordings have been uploaded to their youtube channel:

    Part 1

    Part 2

    A huge thank-you to Matt, Sean, Chris, Atlas, and the rest of the team over at OtGG! It was an absolutely amazing experience and I’d love to return to the world we created any time.


    Far Lands Layout Update

    With the full book (roughly) laid out, now it’s polish time- commissioning a few final pieces of art, revising layouts to increase readability and make better use of white space, copy-editing. I’ve printed test pages that I’ll be using as reference at GenCon, and I expect that convention season will get me a lot of momentum on the next draft!

    It’s starting to get towards time to think about the logistics of crowdfunding, which is… terrifying. But exciting! Much more exciting news to come.

  • Apr 2026 Far Lands Announcements

    I hit some huge milestones this month and have some amazing stuff to share!

    Layout first pass is done!

    Every bit of text I had written for the book is now laid out! For the first time, I have an approximate page count at 132 pages. I expect that number to change as I create the index, finalize the appendix, and add in the final art pieces.

    As I approached the end, getting through the final section was tough. Even knowing I was approaching the finish line, it was difficult to press on because i had saved the work I was least excited about for last. When I finished the last page, I expected to know right away that I was done, but it was hard to convince myself that I hadn’t forgotten something! I went back through the book and discovered that I was, in fact done.

    It feels amazing to have hit such a large milestone so far ahead of what I had anticipated. So now I’m planning out my next steps.

    What’s next?

    For now, I’m taking a short break. Nothing too long, just enough to refill the well. I’ve been inspired on a board game project and wanted to practice making and playtesting with paper prototypes, a skill which is very relevant for all my game design!

    But for Far Lands, there’s still a lot of work to be done.

    Polish: My first pass was rough in places, and it’s going to need a fair amount of polish. Text and page element alignment, style consistency, spot art, copy editing, and filling in a few blanks I left. You can see a few rough spots here:

    A sample spread from the Far Lands Advanced Setup section. It includes steps for defining the cultures in the world and an abridged version of a table for choosing a destination.

    Final testing: I am planning on playtesting some variants and tweaks to streamline the rules and terminology slightly. Now that the rules are all laid out visually, it’s easier to see that some of the terms I use are clunky, or ideas that could be explained more concisely.

    Sensitivity reading: In the near future, I hope to contract a sensitivity reader to look over a few specific passages as well, as I want to make sure to communicate clearly and compassionately about the real-world history of imperialism, colonialism, and exploitation of indigenous peoples by historical “explorers.”

    But in addition to this polish work, I have a few exciting events to talk about!

    Upcoming live stream!

    In late may, I’m going to be streaming a Far Lands demo with Open the Gates Gaming on their twitch channel. I met them at Pax East late last month at an accessibility office hours event they hosted and they had a lot of amazing advice I am excited to put into practice. Expect more details as the date approaches!

    First convention demo

    I facilitated a game of Far Lands at Somercon over the weekend! It was my first time running a convention game, and the nerves were intense, but I could not be happier with how it went!

    The players created an archipelago of islands caught in a time loop. They scaled the crystalline cliffs of the island they believed to be the source of the loop, were lured into losing time relaxing a hot spring cavern, and finally found and slew the Time Worm that was slowly devouring the world.

    A hand-drawn map showing crystal cliffs, the hot spring caves, and the forest of the Time Worm.

    During the journey, the chronomancer Solomon used up the last of his time to hold the sands of time still for long enough for the team to reach the mysterious cabin where it all began. The soothsayer Athyar finally understood the lesson that Solomon had been trying to teach him- that there’s more to life than always preparing for the future. The vanguard Brigg finally forgave himself for Solomon’s death in a past iteration of the time loop, an event that Solomon had long since forgiven him for. And Brigg and the automaton he crafted, Tau, finally came to see one another as father and son.

    The narrative arcs these players crafted really made me fall in love with Far Lands all over again. My goal has been to make a games that allow people to tell the kind of stories I love, and I think I’ve made something really great.

    I did learn a lot about running convention games though! There are a lot of little things to tweak about how I get set up and how I facilitate the game when under a tight time constraint. But I couldn’t be more excited for next time.