Fabula Ultima Offers A Good Beginning To A Final Fantasy

Fast battles ending in epic emotional cutscenes.

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Role playing games are generally inspired by other media. For many players who fell in love with worlds of fantasy, these inspirations include everything from Lord of the Rings to Conan The Barbarian and dozens of fantasy novel series since. Japanese console role playing games like Final Fantasy and Chrono Trigger have also influenced generations of gamers. While there have been dozens of games out there emulating the former influences there have been relatively few that allow players to make characters wearing giant pixelated wizard hats. Fabula Ultima, from Italian designer Emanuele Galletto wants to evoke that feeling of fast battles ending in epic emotional cutscenes. Is the game worthy of its name? Let’s play to find out.

Fabula Ultima features characters built from fifteen classes inspired by Ryuutama. It reminded me a little of Star Wars Saga Edition where every character dips into multiple classes to fit their concept. Multiclassing is fairly quick and easy because of this assumption and flipping through the classes and the evocative artwork makes it easy to come up with characters that pull from different classes. Roulette assassin firing guns loaded with random bullets? Build a Sharpshooter and Entropist. A brooding knight encased in ice? Make an Arcanist and Darkblade. Don’t worry if fifteen classes seems overwhelming; the game included 20 classic CRPG archetypes for folks who want to jump in and play.

The mechanics feature ranked dice attributes rolled in pairs. Attacks target a character’s HP while special effects from classes like spells and skills often use MP. This red mana/blue mana split is one of the many places where Fabula Ultima hits the feeling of playing a video game. Initiative is a group check that determines which side goes first with alternating actions throughout the rounds. After the battle, players play a small inventory minigame generating potions to restore health and energy. I enjoyed how wandering merchants work in the game: you can spend money to restore these slots with in the field but if you make it home and rest they automatically get restored.

The game’s templating reminded me of an RPG that’s often been accused of being too much like a video game: Dungeons & Dragons 4th Edition. Everyone’s powers are laid out clearly and cleanly on either side, often with options to spend more MP to beef up an ability or hit multiple targets. Many class abilities can be taken multiple times which makes the levels feel like maybe they could be compressed. But that’s also how I feel about some of the source material, too.

Characters in these games are often hailed for their emotional attachment to each other and the rules emulate this with Bonds. The Bonds come in three paired positive and negative sets. For messy drama, characters can have both positive and negative bonds with the same person. Your character might like Sir Ashigan as more than friends but they might also feel they are the superior blademaster. Depending on the circumstance, the bond that comes into play during a roll can prove interesting.

Fabula points can be spent to use those bonds in rolls. They function like plot candy for the most part but one of the most interesting things about them is how players can earn them. If a character is reduced to 0 HP they must choose if they Surrender or Sacrifice. If they Surrender, they get taken out of the scene, gain 2 Fabula points and accept a consequence, such as changing a party of their identity or gaining a negative bond with another player character. The only way for a player character to die is through Sacrifice. Here, the character gets their final moment in the spotlight, perhaps gets to give a teary eyed speech and ensures that a step is taken towards the heroes’ final goal. I get to make one of those speeches instead of scrolling through page after page of one! It’s a fantastic element of genre emulation.

Of course, what would be the point of having these heroes without big villains to battle? Villains get their own Ultima points that give them many of the same powers as the good guys. My favorite bit is that as long as a villain has one Ultima point remaining when they hit 0 HP they live again to battle another day. The game also encourages villains to have some sort of connection to the heroes they fight. You’re never just battling bad guys in these sorts of games. It’s always a lover, a mentor or a relative with a personal connection.

Fabula Ultima encourages tables to build their own world using a guide of several pillars which might also be called tropes. Worlds can exist without these tropes but the players should all discuss the differences they want to see in their world. Players are also encouraged to create factions and historical events to shape their worlds before play. The game seems easy to adapt to a pre-existing CRPG, but I think would could also be fun to play a game of something like Channel A, pick the best title and then make a world based on that.

There’s a lot of good stuff packed into the core book but that’s not everything I liked about Fabula Ultima. Their Press Start quickstart intrigued me enough to check out the full game. Galletto’s Patreon also has a vibrant community where they are working out new rules to add to the game, such as ones that simulate limit breaks. I enjoy RPGs that have a solid central rules system that also offers options and Fabula Ultima does this very well.

Fabula Ultima packs in a lot of great genre emulation and game advice into a small beautiful package.

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Rob Wieland

Rob Wieland

The flow of Fabula Points, by the book, is not even close to enough to be able to use them routinely in combat. Also, nowhere does the game talk about the Fabula Point economy. (In fairness, neither does Fate in its printed books in a satisfactory way.)
 

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Also note that in the FAQ/errata, Study difficulties got taken down an entire tier. I would recommend this being done across the board for all checks, if you want the PCs to feel like big damn heroes. If you want them to feel like they're coin-flipping (or much, much worse) with every roll -- don't change a thing.

STUDYING A NON-PLAYER CHARACTER
Page 319. These changes allow more groups to examine foes with ease without
investing heavily into Insight or Loremaster, and it also make it so the tiers are the
same as standard Open Checks.
Instead of being revealed at 10+, 13+ and 16+, the various degrees of NPC data are
revealed at 7+, 10+, and 13+.
 

jian

Explorer
Also note that in the FAQ/errata, Study difficulties got taken down an entire tier. I would recommend this being done across the board for all checks, if you want the PCs to feel like big damn heroes. If you want them to feel like they're coin-flipping (or much, much worse) with every roll -- don't change a thing.
Oh, I hadn’t seen that. That is a good idea.
 

SteveC

Doing the best imitation of myself
The flow of Fabula Points, by the book, is not even close to enough to be able to use them routinely in combat. Also, nowhere does the game talk about the Fabula Point economy. (In fairness, neither does Fate in its printed books in a satisfactory way.)
The flow of Fabula Points is much like Fate Points from Fate. It's essential that the GM keeps them going in and out at the right rate for their campaign. I know that in Fate "there's not enough Fate points" is one of the most common complaints. I'm sure it would be the same here. If you want players to use Fabula Points, you have to keep them churning.
 

jian

Explorer
The flow of Fabula Points is much like Fate Points from Fate. It's essential that the GM keeps them going in and out at the right rate for their campaign. I know that in Fate "there's not enough Fate points" is one of the most common complaints. I'm sure it would be the same here. If you want players to use Fabula Points, you have to keep them churning.
Yes, I’d definitely agree with that and I might consider trying to do that if I run FabU again. It can be quite hard to remember to keep FP flowing, as I know from FATE.

Just noticed this new (well, September) playtest material for FabU. Now that the previously playtest stuff (Chanter, Symbolist, Quirks, Spheres etc) are in official supplements they’ve brought out some Heroic Style Skills, an alternate Arcanist, etc which look pretty interesting. I’ll have to digest them.

 
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SteveC

Doing the best imitation of myself
Yes, I’d definitely agree with that and I might consider trying to do that if I run FabU again. It can be quite hard to remember to keep FP flowing, as I know from FATE.
I've been thinking about that for when I run my own game. I run via VTT, and there's a module that reminds you every hour or so to give out a Hero Point. I don't know how useful that would be for Fabula Ultima, but I think something that reminded you about it would be helpful. The thing is that the game can be more free-flowing, but there's the situation where you give a Fabula Point for entering a scene with a villain. I definitely will need help keeping track of it.

I ran Fate in person, and I had a few small bowls for Fate points. When I gave them out I'd move them from the bowl. When we figured out how many points to award in a session, I had this reminder in front of me if I hadn't been giving them out.
 

The flow of Fabula Points is much like Fate Points from Fate. It's essential that the GM keeps them going in and out at the right rate for their campaign. I know that in Fate "there's not enough Fate points" is one of the most common complaints. I'm sure it would be the same here. If you want players to use Fabula Points, you have to keep them churning.
Except the book never says this.

And the premise here is that you compensate for the game’s incredibly low success rates by massive FP expenditure. Which will last one scene, by the book.
 

SteveC

Doing the best imitation of myself
Except the book never says this.

And the premise here is that you compensate for the game’s incredibly low success rates by massive FP expenditure. Which will last one scene, by the book.
Except that they do. Here's another clip from the game:
1730508934422.png

I think that's pretty direct. The fact that the game has Fabula points for PCs and Ultima points for the GM ... it's the name of the game.

And I don't see the difficulties of success as so low. When I played the game, and by my reading of it, the default "average" target number is 7. You might debate that but here's what it says:
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When we played the game, the GM used 7 for the default for an "average" check. And in combat, opponents have a range of about 8 to 12 for there Defense scores. In some cases, that might be difficult, but players can use teamwork to give up an action to give another player a +1 ... which can be done multiple times.

I guess the fact that I'm familiar with Fate, which has similar issues without managing the Fate point economy (and is a very strong influence for this game) made it something I was able to easily pick up on.

And I'm also honest enough to say that I haven't run it. Maybe I'll see these issues in practice. If that's the case I'm not above a mea culpa. It won't be the first one.
 

jian

Explorer
The game says 7 is Easy, 10 is Normal, 13 is Hard and so on, which means that people tend to think 10 is the default difficulty (and to be fair it is for a lot of things, such as Study checks originally, or Hinder). But you’re right that 7 should probably be the default difficulty.

After all, your average opponent (a normal NPC with DEX or INS d6) probably has a Defence or Magic Defence of 6, 7 if they’re wearing a bit of armour. Defence 10 is hard to get to without heavier armour or really decent stats (DEX d10).
 

jian

Explorer
By the way, one thing I love about chargen in FabU is Quirks. It’s just awesome to have cool flavourful stuff like Fugitive Experiment or Revenant right out of the gate as character options. One of my players loved Fugitive Experiment, even though he never got to trigger the special ability.
 

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