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Fabula Ultima general thread [+]
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<blockquote data-quote="zakael19" data-source="post: 9774884" data-attributes="member: 7044099"><p>TBF I think DH is far easier to play as a F20 game by default, FU has more opinionated system level implementation and guidance (it never says "you can ignore this stuff if it doesn't work for you" for instance IIRC). Like, honestly, in play at my tables there's very little that actively separates DH from a 5e game that's being run in a "play to find out" sense, and it's far more open that it expect the GM to front and guide a dramatic story.</p><p></p><p></p><p></p><p>Yeah I guess it'll depend on the premise and who the group of players consists of and chooses as themes of play. If it's stock High Fantasy stuff it's probably more like classic FF play tropes, with some sort of Big Bad and like Kingdoms Under Threat and Can We Be Heroes and stuff (as presented in the Press Start scenario). I think the Techno Fantasy frame and suggestions in the book around that is more interested in big premises like class struggle/capitalism/etc that many of the JRPGs in that area dig in to.</p><p></p><p>(Eg: in the Tones and Themes section: "What kind of tone do you expect during the narration? Would you prefer a heavily dramatic tale dealing with complex situations and emotions, or would you rather tell a fantastical story where good and evil are easily told apart?")</p><p></p><p>Compared to how games like BITD/SFTD/Stonetop have played out at my table, the vibe and interrogation of beliefs etc as reinforced by the mechanics have felt very different.</p><p></p><p>But point taken in general, I think I just see games like this that have strong space for "OC" style character development as something a little different then how games with playbooks and more set starting conditions, and that might be a me thing.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9774884, member: 7044099"] TBF I think DH is far easier to play as a F20 game by default, FU has more opinionated system level implementation and guidance (it never says "you can ignore this stuff if it doesn't work for you" for instance IIRC). Like, honestly, in play at my tables there's very little that actively separates DH from a 5e game that's being run in a "play to find out" sense, and it's far more open that it expect the GM to front and guide a dramatic story. Yeah I guess it'll depend on the premise and who the group of players consists of and chooses as themes of play. If it's stock High Fantasy stuff it's probably more like classic FF play tropes, with some sort of Big Bad and like Kingdoms Under Threat and Can We Be Heroes and stuff (as presented in the Press Start scenario). I think the Techno Fantasy frame and suggestions in the book around that is more interested in big premises like class struggle/capitalism/etc that many of the JRPGs in that area dig in to. (Eg: in the Tones and Themes section: "What kind of tone do you expect during the narration? Would you prefer a heavily dramatic tale dealing with complex situations and emotions, or would you rather tell a fantastical story where good and evil are easily told apart?") Compared to how games like BITD/SFTD/Stonetop have played out at my table, the vibe and interrogation of beliefs etc as reinforced by the mechanics have felt very different. But point taken in general, I think I just see games like this that have strong space for "OC" style character development as something a little different then how games with playbooks and more set starting conditions, and that might be a me thing. [/QUOTE]
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