Fabula Ultima general thread [+]

It's looking like Fabula is shaping up to be the next game I run. We've talked about having our game be a follow up to Final Fantasy Tactics (with some alterations to better suit Fabula).

I have to say that I think Ema might actually be the game's biggest strength. They are the most engaged with their community of an game developer I have ever seen. On Discord they are always offering advice on how to run the game, giving suggestions and props for people's homebrew material, curious about people's games and offering clarifications on any rules questions people have.
 

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Been busy (and tired) this past week so I wasn't up for the read-through. So where did we last leave off? Oh yeah, we talked about the 8 Pillars of Fabula Ultima. Now we are at page 16. After providing us with the common pillars, tropes, and themes for Fabula Ultima, the book shifts to discussing subgenres within the space.

First is High Fantasy. While it is mostly what you would think when it comes to "high fantasy," it's also a sub-genre that still has things like flying ships, magical golems, and magical technology. We are still focused on more high fantasy tropes: e.g., knights, princesses, wizarding mentors, veteran soldiers, rural country bumpkin turned protagonist hero, etc. It tends to be about hope, friendship, and fighting, often with a more epic scope. We are also told three things about High Fantasy settings: Locations, Magic, and Antagonists. These three categories will be repeated in the remaining two sub-genres. We are given some snippets about themes, aesthetics, and such or how the villains are driven back and possibly become demonic/divine entities the heroes must defeat. I wasn't terribly interested in this section. It's brief and generalized. This is probably the easiest sub-genre for most people in this hobby to grasp, since it's pretty standard when compared to more contemporary aesthetics of D&D. That said, Eberron is probably the D&D setting that would get along best with Fabula Ultima.

Second is Natural Fantasy. This category, I feel, requires additional unpacking. I would first note that the game Ryuutama, whose system was a big influence on Fabula Ultima, describes itself as a "natural fantasy." You can even see that description on the image that I posted of Ryuutama's book cover.

So what does "natural fantasy" mean to Emanuelle Galleto? Natural Fantasy has a bigger focus on nature, wild beasts, elemental forces of nature, and the corruption of nature. Protagonists tend to come from smaller rural communities, with the harmony between humanity and nature playing an important role. Moreover, the characters tend to come from more humble backgrounds: e.g., village witch, wandering warrior, blacksmith, daughter of the village chieftain, etc. But at the same time, the world that the heroes knows is still often built atop the ruins of prior civilizations.

Locations tend to focus on natural landscapes, dark forests, ruins, etc. Magic tends to be tied the spirits, elements, nature, life, etc. The antagonists in these stories are often those that disrupt that natural harmony, but also embodiments of corruption, natural calamities, etc. I imagine that PCs in these games will likely struggle against both sentient and non-sentient corruption: e.g., gelflings trying to resist both the Darkening and the Skeksis in The Dark Crystal: Age of Resistance, the corruptive touch of Calamity Ganon on the world and Calamity Ganon in Zelda: Breath of the Wild, the Dark Water and the Dark Dweller in Pirates of Dark Water, etc.

Touchstones: Particular touchstones for what is meant by "natural fantasy" aren't listed here. There are inspirations for Fabula Ultima listed elsewhere, and it's in the individual sub-genre Atlas books that we get a better sense for what inspired them. As I am not well-versed in JRPGs, I trust Ema's judgment about the JRPGs that inspired their idiomatic sense of this sub-genre: e.g,. the Atelier Dusk Trilogy, Monster Hunter series, Etrian Odyssey, Jade Cocoon, Zelda: Breath of the Wild, etc.

However, I personally feel like I got a better idea of this sub-genre when I looked at the non-video game influences: Hayao Miyazaki films (Princess Mononoke, Nausicaä: Valley of the Wind, Laputa: Castle in the Sky, etc.), Seirei no Moribito (Guardian of the Spirit), Symbaroum by Free League Publishing, and others. Other things that personally remind me of Natural Fantasy that aren't listed as inspirations would be additional things like The Dark Crystal, Pirates of Dark Water, Ursula K. Le Guin's Earthsea Chronicles, as well as the video game Kena: Bridge of the Spirits.

For comparison, this sub-genre is how I would likewise describe Daggerheart's Witherwild campaign frame, which shares similar touchstones. It's even how I would describe another favorite TTRPG of mine: Stonetop!

I would almost want to re-label "natural fantasy" as "Ecological Fantasy." When I say "ecological fantasy," it's not necessarily about saving the environment. Instead, the coexistence between the living world and its inhabitants (e.g., man, beast, spirits, etc.) as well as the coexistence between communities are common themes.

If you can't tell, this is probably my favorite of the three sub-genres. Once I get Fabula Ultima back to the table, I will probably be itching to play a game with this sub-genre as the backdrop.

Third is Techno Fantasy. This is the sub-genre that screams how most people think of Final Fantasy due to the influence of FF7. (But most Final Fantasy games are listed as touchstones for High Fantasy.) Techno Fantasy is high magic but also high technology. Cities, cars, machines, super science, technological marvels, etc. This sub-genre, however, often uses these high technological elements as a critique. These stories often focus on technology unbridled, environmental exploitation, corporate/government corruption, unethical scientific advancement, technological arms race of warfare, nuclear war, wealthy elites, etc. Protagonists here tend to be things like scarred heroes, former mercenaries, failed scientific experiments, wealthy heirs, etc. The locations here may be the topsides and undersides of megacities, the barren landscape of an overexploited world, or other places that contrast the lifestyles of the Haves with those of the Have-nots. Here magic and technology are likely exploited, used and abused, and have become another means of stratification between social classes. Antagonists here unsurprisingly embody the darkness, corruption, egoism, and exploitation of modern (capitalist) society, but do so while wearing white clean outfits and adored as "self-made saviors."

Touchstones: Final Fantasy VII, Xenosaga, Soul Hackers, and other JRPGs. But also media like Akira, Star Wars (Andor, Episodes IV-VI, Rebels), Alien, Blade Runner, and Cyberpunk Edgerunners. I also imagine that Shadowrun would fit here nicely.

This post has only covered six pages. Next time we will get into Game Materials as well as Play Principles for Players and GMs. Once we finish all that, that will be the end of just the Introduction. After that we can finally start getting into the Core Rules. One step at a time.
 

Been busy (and tired) this past week so I wasn't up for the read-through. So where did we last leave off? Oh yeah, we talked about the 8 Pillars of Fabula Ultima. Now we are at page 16. After providing us with the common pillars, tropes, and themes for Fabula Ultima, the book shifts to discussing subgenres within the space.

First is High Fantasy. While it is mostly what you would think when it comes to "high fantasy," it's also a sub-genre that still has things like flying ships, magical golems, and magical technology. We are still focused on more high fantasy tropes: e.g., knights, princesses, wizarding mentors, veteran soldiers, rural country bumpkin turned protagonist hero, etc. It tends to be about hope, friendship, and fighting, often with a more epic scope. We are also told three things about High Fantasy settings: Locations, Magic, and Antagonists. These three categories will be repeated in the remaining two sub-genres. We are given some snippets about themes, aesthetics, and such or how the villains are driven back and possibly become demonic/divine entities the heroes must defeat. I wasn't terribly interested in this section. It's brief and generalized. This is probably the easiest sub-genre for most people in this hobby to grasp, since it's pretty standard when compared to more contemporary aesthetics of D&D. That said, Eberron is probably the D&D setting that would get along best with Fabula Ultima.

Second is Natural Fantasy. This category, I feel, requires additional unpacking. I would first note that the game Ryuutama, whose system was a big influence on Fabula Ultima, describes itself as a "natural fantasy." You can even see that description on the image that I posted of Ryuutama's book cover.

So what does "natural fantasy" mean to Emanuelle Galleto? Natural Fantasy has a bigger focus on nature, wild beasts, elemental forces of nature, and the corruption of nature. Protagonists tend to come from smaller rural communities, with the harmony between humanity and nature playing an important role. Moreover, the characters tend to come from more humble backgrounds: e.g., village witch, wandering warrior, blacksmith, daughter of the village chieftain, etc. But at the same time, the world that the heroes knows is still often built atop the ruins of prior civilizations.

Locations tend to focus on natural landscapes, dark forests, ruins, etc. Magic tends to be tied the spirits, elements, nature, life, etc. The antagonists in these stories are often those that disrupt that natural harmony, but also embodiments of corruption, natural calamities, etc. I imagine that PCs in these games will likely struggle against both sentient and non-sentient corruption: e.g., gelflings trying to resist both the Darkening and the Skeksis in The Dark Crystal: Age of Resistance, the corruptive touch of Calamity Ganon on the world and Calamity Ganon in Zelda: Breath of the Wild, the Dark Water and the Dark Dweller in Pirates of Dark Water, etc.

Touchstones: Particular touchstones for what is meant by "natural fantasy" aren't listed here. There are inspirations for Fabula Ultima listed elsewhere, and it's in the individual sub-genre Atlas books that we get a better sense for what inspired them. As I am not well-versed in JRPGs, I trust Ema's judgment about the JRPGs that inspired their idiomatic sense of this sub-genre: e.g,. the Atelier Dusk Trilogy, Monster Hunter series, Etrian Odyssey, Jade Cocoon, Zelda: Breath of the Wild, etc.

However, I personally feel like I got a better idea of this sub-genre when I looked at the non-video game influences: Hayao Miyazaki films (Princess Mononoke, Nausicaä: Valley of the Wind, Laputa: Castle in the Sky, etc.), Seirei no Moribito (Guardian of the Spirit), Symbaroum by Free League Publishing, and others. Other things that personally remind me of Natural Fantasy that aren't listed as inspirations would be additional things like The Dark Crystal, Pirates of Dark Water, Ursula K. Le Guin's Earthsea Chronicles, as well as the video game Kena: Bridge of the Spirits.

For comparison, this sub-genre is how I would likewise describe Daggerheart's Witherwild campaign frame, which shares similar touchstones. It's even how I would describe another favorite TTRPG of mine: Stonetop!

I would almost want to re-label "natural fantasy" as "Ecological Fantasy." When I say "ecological fantasy," it's not necessarily about saving the environment. Instead, the coexistence between the living world and its inhabitants (e.g., man, beast, spirits, etc.) as well as the coexistence between communities are common themes.

If you can't tell, this is probably my favorite of the three sub-genres. Once I get Fabula Ultima back to the table, I will probably be itching to play a game with this sub-genre as the backdrop.

Third is Techno Fantasy. This is the sub-genre that screams how most people think of Final Fantasy due to the influence of FF7. (But most Final Fantasy games are listed as touchstones for High Fantasy.) Techno Fantasy is high magic but also high technology. Cities, cars, machines, super science, technological marvels, etc. This sub-genre, however, often uses these high technological elements as a critique. These stories often focus on technology unbridled, environmental exploitation, corporate/government corruption, unethical scientific advancement, technological arms race of warfare, nuclear war, wealthy elites, etc. Protagonists here tend to be things like scarred heroes, former mercenaries, failed scientific experiments, wealthy heirs, etc. The locations here may be the topsides and undersides of megacities, the barren landscape of an overexploited world, or other places that contrast the lifestyles of the Haves with those of the Have-nots. Here magic and technology are likely exploited, used and abused, and have become another means of stratification between social classes. Antagonists here unsurprisingly embody the darkness, corruption, egoism, and exploitation of modern (capitalist) society, but do so while wearing white clean outfits and adored as "self-made saviors."

Touchstones: Final Fantasy VII, Xenosaga, Soul Hackers, and other JRPGs. But also media like Akira, Star Wars (Andor, Episodes IV-VI, Rebels), Alien, Blade Runner, and Cyberpunk Edgerunners. I also imagine that Shadowrun would fit here nicely.

This post has only covered six pages. Next time we will get into Game Materials as well as Play Principles for Players and GMs. Once we finish all that, that will be the end of just the Introduction. After that we can finally start getting into the Core Rules. One step at a time.
Sounds like my favourite JRPG series Trails (particularly of cold steel) would fall under techno fantasy if I read this right. Not sure if dragon quest xi would be natural or high. Does sound like this would be good system though for playing games that evoke the feel of the aforementioned games. Must check out the quickstart at some point.
 


Sounds like my favourite JRPG series Trails (particularly of cold steel) would fall under techno fantasy if I read this right. Not sure if dragon quest xi would be natural or high. Does sound like this would be good system though for playing games that evoke the feel of the aforementioned games. Must check out the quickstart at some point.
Trails of Cold Steel is listed as an inspiration in the Techno Fantasy Atlas. Dragon Quest XI isn't listed in any of the individual atlases, but Dragon Quest (the series) is listed as an inspiration in the core book.
 

Let's continue.

Game Materials
So what do I need to play Fabula Ultima? What could possibly be different than usual here? A TTRPG is a TTRPG.

Character sheets? Standard.

Group sheet? Wait. What is that? It's a sheet the player group uses for notes about the people, creatures, and places they have encountered, as well as common consumables the group will use (e.g., potions, tents, antidotes, etc.). There is even a place for the group to track up to three progress clocks.

World sheet? More sheets? Oh, so the GM generally gets a sheet for managing the names of the world, kingdoms, characters, and noteworthy historical events. The sheet also has things like "Enigmas and Mysteries" of the world and "Threats." Cool.

Map sheet? The game comes with some PDFs for blank maps that can be used for creating worlds and even calculating travel.

Then we get the usual stationary game materials: pens, pencils, paper, erasers, etc.

Tokens. We apparently need tokens for Fabula points (players) and Ultima points (villains) in the game, and yes, these are meta-currencies. The game recommends green and red plastic gemstones. Maybe green and red plastic gemstones are common in Italy? Regardless, I'm not sure if I would recommend green and red given color blindness. I would probably recommend either "blue and orange" or "blue and red" or even just "black and white." Poker chips could likely work if needed. The Kickstarter also includes a box with tokens for Fabula and Ultima points.

Dice. The game uses the standard polyhedral dice that one expects in TTRPGs.

The Players
I wanna play as a player. What else do I need to know?

Read this Book: That task seems easy enough, but admittedly that isn't something that everyone does or will do. But as I am doing a read-through, I should be able to manage that. The book instructs me to familiarize myself with the Press Start character creation materials. Also tells me to steer clear of the Bestiary section. Okay.

Gather the Proper Tools: These are the aforementioned materials above. Check.

Create the Game World: Wait a tick? This is in the section for Players!
Surprised Meme GIF

So if you didn't know, creating the game world is something that is done by the GROUP! and not the exclusive purview of the GM. This is one of those things that will definitely ruffle a few feathers, particularly for GMs who like doing solo world-building and players who don't want to be part of the world creation process.

However, the world that the group creates must adhere to the Eight Pillars of Fabula Ultima, which I think is fair. The Eight Pillars are pretty broad. The only two points of potential contention for most groups that I could see would be "Everything has a Soul" and "Magic and Technology." (Some people really hate anything that could be perceived as sci-fi or technological in their fantasy, which is one reason some people dislike Eberron.)

This is our responsibility as a PC player, but we don't yet have details about how we will go about this world creation as a group.

Choose an Archetype for Your Group: Huh. So there are "group types" that we will need to select for our group. Do these group archetypes mechanical or simply tonal? Are they anything like group playbooks in Blades in the Dark? We will find out. Either way, I suspect that most people/groups would be fine with this, but I could see how that others here would dislike/hate that. Anyway, we don't get the full list of group types (upcoming on p. 152) but we do get two mentioned: revolutionaries and guardians.

Create Your Heroic Character: Our character should be heroic. We should create them with the world and the rest of the group in mind, particularly our Bonds (capitalized so probably a mechanic!) and relationships.

Cooperate With Everyone Else: Wah! But I don't want to! Kidding. But I do appreciate that Ema is instructing players to be cognizant of other players and giving others the space to shine in the spotlight. I feel like this is equivalent of the players being told to "be a fan of other player characters" much in the same way that GMs are instructed in PbtA games (among others) to "be a fan of the characters."

Contribute to the Ongoing Story: This is mostly about bringing your ideas and enthusiasm to the game. This builds on the previous one by reminding us that we should cooperate with the group. Note: "all participants are equally responsible for the quality of the game experience." Thank you for saying this, Ema!

Play as a Hero: So again, we were told to "create a heroic character" earlier, and here we are reminded that our characters should be heroes. We should create characters that act heroically, face challenges, and try to do the right thing. IMHO, this is underrated advice. Make and play a character that fits with the heroic tone of the game and the group. Your character may be conflicted but they should still be heroic.

Play to Change and Evolve: In short, play an evolving round character and not an unchanging flat character. Your character will and should change as part of playing the game. Ema flat out says that how your character changes and grows through play is "far more important" than your character's complex pre-authored backstory! :love: Don't you love to see it? I know I do.

I still have the GM section to read, but this is enough for this post.
 

Group sheet? Wait. What is that? It's a sheet the player group uses for notes about the people, creatures, and places they have encountered, as well as common consumables the group will use (e.g., potions, tents, antidotes, etc.). There is even a place for the group to track up to three progress clocks.

World sheet? More sheets? Oh, so the GM generally gets a sheet for managing the names of the world, kingdoms, characters, and noteworthy historical events. The sheet also has things like "Enigmas and Mysteries" of the world and "Threats." Cool.

Whoa, definitely missed this when I was running a game of it haha.

Cooperate With Everyone Else: Wah! But I don't want to! Kidding. But I do appreciate that Ema is instructing players to be cognizant of other players and giving others the space to shine in the spotlight. I feel like this is equivalent of the players being told to "be a fan of other player characters" much in the same way that GMs are instructed in PbtA games (among others) to "be a fan of the characters."

I don't think the context is quite the same as the latter which is more about how you want to cheer for characters by giving them opportunities to struggle? One interesting bit we'll get to later regarding characters is that Ema made allowances for the sort of thing you see in JRPGs sometimes where a party member starts off as part of the team but is later revealed to be/persuaded to/etc change sides.
 

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