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Fabula Ultima: Table Talk JPRG in English
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<blockquote data-quote="Aldarc" data-source="post: 8800008" data-attributes="member: 5142"><p>I wish that more games would do this. 4e was the game that made me realize how much I love magical rituals in TTRPGs. 5e's backsliding to making utility and non-combat magic into instant-cast spells disappointed me. </p><p></p><p>IMHO, Rituals are often an afterthought to a lot of games, where so much magic are instant cast combat-oriented spells. They don't really do a good job of representing the fiction of magical rituals that are commonly depicted in media. It's a shame because rituals make such great set pieces and flavor for conflict in TTRPGs: i.e., PCs must stop the ritual before it is cast OR the PCs must defender the area so the ritual can succeed. </p><p></p><p></p><p>Agreed. What astonishes me about the game text is how much of it seems to come from principles and game advice of indie games, particularly what feels like constrained GMing practices. The influences from Fate, Cortex, BitD, PbtA, and Sorcerer oozes off the page. The author does not mention Cortex as an influence, but in a number of respects, this game feels closer to Cortex than Fate: die types for attributes, distinctions, choosing to invoke distinctions to fail checks for Plot Points (PP), etc. </p><p></p><p>Overall, the game feels like a Ryuutama/Fate/Cortex hybrid overlaid with 4e powers, albeit structured around more JRPG things like MP rather than Per Encounter Powers.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8800008, member: 5142"] I wish that more games would do this. 4e was the game that made me realize how much I love magical rituals in TTRPGs. 5e's backsliding to making utility and non-combat magic into instant-cast spells disappointed me. IMHO, Rituals are often an afterthought to a lot of games, where so much magic are instant cast combat-oriented spells. They don't really do a good job of representing the fiction of magical rituals that are commonly depicted in media. It's a shame because rituals make such great set pieces and flavor for conflict in TTRPGs: i.e., PCs must stop the ritual before it is cast OR the PCs must defender the area so the ritual can succeed. Agreed. What astonishes me about the game text is how much of it seems to come from principles and game advice of indie games, particularly what feels like constrained GMing practices. The influences from Fate, Cortex, BitD, PbtA, and Sorcerer oozes off the page. The author does not mention Cortex as an influence, but in a number of respects, this game feels closer to Cortex than Fate: die types for attributes, distinctions, choosing to invoke distinctions to fail checks for Plot Points (PP), etc. Overall, the game feels like a Ryuutama/Fate/Cortex hybrid overlaid with 4e powers, albeit structured around more JRPG things like MP rather than Per Encounter Powers. [/QUOTE]
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