Fabula Ultima Offers A Good Beginning To A Final Fantasy

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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


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With FU we all leaned into the JRPG tropes and cut loose with the silly and the drama. Get caught? You know escape will be quick, and all your weapons and supplies will be sitting in a chest just around the corner. Worried that your rebellious princess is a cliché? Don't!
My favorite JRPG trope is completely incongruous science fiction elements. Usually there's like a long-dead ancient technologically superior civilization that died out because of ???. Hell, in the first Final Fantasy there's a dungeon that's essentially a derelict spaceship that you have to teleport to using a cube you got from an ancient barely functioning robot. Though considering the original Final Fantasy was essentially "D&D the video game, but not really, please don't sue us TSR", that whole questline might've been a nod to Barrier Peaks.
 

FabU looks really interesting' but alas - I run low/no-combat games these days, and from all accounts, there’s not much there for me. If that changes, I’ll definitely want to give it a look.
The games Fabula Ultima is trying to emulate have a lot of combat to them. The game has very strong rules for combat but is more narrative for other scenes. If combat is something that's not for you, I don't think this will be the game for you. Much like if you don't like combat, JRRPGs aren't for you.
 

The games Fabula Ultima is trying to emulate have a lot of combat to them. The game has very strong rules for combat but is more narrative for other scenes. If combat is something that's not for you, I don't think this will be the game for you. Much like if you don't like combat, JRRPGs aren't for you.
Agreed. I do like Break! for a game with some similar vibes but is less combat oriented. Or maybe Ryuutama, which is the basis for the engine of Fabula Ultima.
 

Agreed. I do like Break! for a game with some similar vibes but is less combat oriented. Or maybe Ryuutama, which is the basis for the engine of Fabula Ultima.
Oh I love so many things about Break! It is the most beautiful RPG I have ever seen, as well as being the best laid out. I think you watch the Knights of Last Call, but they did an extensive look at it, and ... it looks great.

My problem with it is the core mechanic. It's roll-under on a D20, but the way modifiers work ... is horrible. I would normally not be interested in a game with an issue with the core mechanic, but this game is so beautiful and creative that I'd do some easy house ruling. And I still recommend looking at it in addition to Fabula Ultima. Both of them are amazing products.
 

They are on pages 96-99. The Ultima points for villains are on pages 100-103.

You start with 3. Gain one at start of a session if you have none. Gain 1 whenever you fumble. Gain 1 whenever a Villain makes an entrance. If you have 0 and surrender you gain 2. As an optional rule you can gain 1 if you invoke a bond or trait to automatically fail a check.

Page 103 states that if heroes are running low, the GM should run a Game Master Scene which will award Fabula points. Kefka plotting and chotling would be an example.

Those are not guidelines for the frequency and magnitude of how many FP to give out. They are the usual haphazard lazy game "design" that we keep getting these days because we don't demand better.

"Give out enough, or if not enough, give out more" isn't a design. It's hand-waving.

This is a game, with numbers and everything. The designer needs to do math and crunch numbers and then design the game, and tell the GM, what those are and how they work. Anything less ... why am I paying for this again?
 

Those are not guidelines for the frequency and magnitude of how many FP to give out. They are the usual haphazard lazy game "design" that we keep getting these days because we don't demand better.

"Give out enough, or if not enough, give out more" isn't a design. It's hand-waving.

This is a game, with numbers and everything. The designer needs to do math and crunch numbers and then design the game, and tell the GM, what those are and how they work. Anything less ... why am I paying for this again?
It's pretty clear when the points get handed out. I don't see anything vague:

Beginning of session
Fumble
Villain entrance
Choosing to invoke trait to fail
Surrendering
GM Villain scene

How often these come up will be set in stone, like beginning of session or villain entrance. Others will depend on circumstances in game like fumbles and surrenders. GM villain scene is a judgement call if players are running low. This is not hand waving. All rpgs have some judgement calls.

We've played many sessions. There's been a few bumps in the road for me like balancing out magic items, and as I mentioned, I'd like to see more critters that fall faster. Other than that, it's been tremendous fun. Not picking up on any lazy design.
 

Reading all this discussion about how hard it is to hit in this game pretty hilarious. I've been in a campaign for about a year, and hardly anyone ever misses.

One small thing those graphs don't account for is that roughly half of the available weapons have a bonus to hit. Similarly, certain accessories and armor grant a bonus to accuracy checks, although those are hard to get (but not impossible) at character creation.

The much bigger thing they miss is that Melee/Ranged Weapon Mastery stack up to +4. Spending a skill to on getting +1 to hit isn't super exciting, but you can't think of Skills as equivalent to Feats in DnD. There's much less of an opportunity cost. You start with 5. On multiple occasions we've leveled up twice in a single session. If you want accuracy, it's very easy to get. If you want to play a berserker instead, you can deal more damage and take the 50-50 hit rate (which is usually what d20 systems have anyways).

On the topic of fabula points, I don't think we've ever been handed points other than when the game specifically tells us to (ie. fumbles, villains appearing on screen, and some quirk effects). We've never really ran out. I usually try to spend down to 0 every session, but sometimes I don't even fail enough to do that. And this is with zero points given out do to "GM fiat"



I do think there's some valid criticism of the skill system though. Mostly because there isn't one. For non-combat rolls, the GM just picks two attributes, and asks you to roll. The game is designed around combat. Very little content is given for non-combat scenarios.

My character is primarily a Loremaster, so he does get a flat bonus to Ins+Ins checks. 2d12+4 is very good when 16 is the highest possible DC in the book. From what I've seen though, Loremaster is the only class that can give a bonus to skill checks. There's no way for a Rogue to get good stealth other than pumping Dex up to a d12.

Clocks fill in a little of this gap. Clocks work exactly like they do in other systems like Blades in the Dark, so skill checks usually aren't just pass/fail. A success will fill a clock, passing by a lot will fill a clock even more, and failure will either waste your turn or drain a clock. Still though, if you're looking for deep rules for persuasion or exploration, this system doesn't have it.



Another somewhat nitpicky complaint is that characters builds tend to converge at higher levels. At low levels, your rogue, weaponmaster, and fury are all fairly differentiated takes on "melee weapon user." Once your level reaches the mid 30s though, the fury has run out of fury skills, and looked at the accuracy and multi-target of weaponmaster. Still though, this gets less and less severe with every new book that's released.
 
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FabU looks really interesting' but alas - I run low/no-combat games these days, and from all accounts, there’s not much there for me. If that changes, I’ll definitely want to give it a look.
There’s quite a lot there that isn’t combat, especially with joint checks and crafting/rituals/projects. I don’t think there was usually more than one fight a session in our games and sometimes not even that.
 

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