Game Info

Title  Beyond the Wall and Other Adventures
Authors  John Cocking, Peter S. Williams
Book Type  Core Rules
Rank: [ 1895 / 4196 ]
Genre  Fantasy
Setting  Generic
Edition Info  Flatland Games (2013 Hardcover)
Stock: 2001
System  Beyond the Wall and Other Adventures

Game Summary

Publisher blurb:
Every home needs its heroes...

Your small village seems like a haven to you and your friends, but it is not safe.

Dangerous faeries lurk in the forest just outside of town, wicked men and ferocious monsters are a constant threat, and sometimes dark forces find their way into your neighbors’ hearts. You and your companions are young and untested, but ready to protect what matters.

Come with us beyond the wall...

Lots of times, we want to play a roleplaying game but just don’t have the time for all the prep work involved. No more. Beyond the Wall and Other Adventures is a kit to make a gang of childhood friends and send them off on their first big adventure, just like in the novels we loved growing up. Now we have this simple fantasy roleplaying game that gives a group of players all the tools they need to play an exciting adventure in a single evening, no homework, no fuss.

Anyone with a background in OSR games will already be comfortable with the core rules of Beyond the Wall.
  • Inspired by the works of Ursula K. LeGuin, Susan Cooper, and Lloyd Alexander.
  • Character Playbooks and Scenario Packs for play in a single evening with no prep.
  • Player driven village design for fleshing out the characters’ home.
  • Six Character Playbooks, including the Village Hero and the Witch’s Prentice.
  • Two Scenario Packs: the Angered Fae and the Hidden Cult.

Game Editions

Notes on This Edition
Electronic version USD$7.99, print on demand premium full color hardcover (includes electronic version) USD$34.99.

Game Editions

Edit Edition ]
# Title System Publisher Released Stock Status
1 Beyond the Wall and Other Adventures HCBeyond the Wall and Other Adventures 1Flatland Games 2013 2001 ---

Comments & Reviews

Selected User Comments

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Rating User Comments
9 / 10DeckardInkA great example of an OSR game with certain principles leading the design, rather than just a rephrasing of rules. Design principles followed 1: Make the game work just as well for a one-shot as campaigns 2: Give the game a 0 to hero power escalation with less rules 3: Give the characters natural bonds and ground them to the world by originating from and caring for the same village 4: Make magic magical and fantastic again! 5: Simply the system while keeping the "game" in the system All of these goals are accomplished or surpassed! The only it is missing is a few more "oracles" or the like to give players more improvisational prompts if they get stuck.

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