Let's Talk About Fabula Ultima

Fabula Ultima (FU*) is included in the current big Humble Bundle, and while I had slept on it because JRPG, I decided to give it a look since folks seem to really like it. I was immediately impressed and intrigued. it gives me very similar vibes as Daggerheart: that is, a trad game with a lot of narrative elements carefully woven in to create a hybrid experience. I have only scanned it so far, of course, so i do not know if that holds up under scrutiny.
Fabula Ultima expects you to stop and look up the rules, follow the rules, and the rules belong to the group (no rulings). While it is based on a Japanese game, it is heavily influenced by games like Burning Wheel and D&D 4e. The world creation process builds a setting around what all of the players want to see in play, and everything you develop is built around the PCs and what the players have signaled as important. It strikes me as very non-“trad”, and the designer seems to intend it that way (this blog has a number of quotes from the designer supporting that take).

Have you played or ran FU? How do you find it in play?
I’ve run a couple of sessions for our group. I wish I could run more, but it’s hard to align everyone’s schedules right now. I really hope we can play again in July. I’ve posted recaps of our worldbuilding here and our prologue and first full session in the 5-word explanation thread. I posted a summary of my thoughts on it here.

I thought the combat was outstanding. The players really need to figure out the monsters and how to fight them effectively. There’s a variant rule in one of the betas that removes initiative, which we’re using. It streamlines play. I like how monster routines (introduced in Bestiary Vol I) give players space to develop strategies over multiple rounds.

I’m less certain about social conflicts. It’s conceptually part of the rules, but it’s underdeveloped mechanically (e.g., most customization and NPC building material is combat-oriented). I (and my group) like those sorts of things, so I hope we can make them work, but we haven’t had a chance to try them.

I also feel nervous about NPC creation. I need to create a villain for our next session, but there’s a lot of bits you have to put together. I suspect it will get easier as I learn to do it, but it’s definitely more work than what I’m used to doing.

Is the JRPGness of it baked in beyond aesthetics and intended playstyle? If so, how, and what does that mean at the table?
I’ve played a number of games in Fabula Ultima’s list of influences (plus more beyond that). I can certainly see the influences (Final Fantasy is very present), but the “JRPGness” is only as present as you want it to be. Our setting doesn’t really have much. We ignored the themes in the book and made a setting that was interesting to us.
 

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I’ve run Fabula Ultima a few times and would really recommend it, even if you’re not into JRPGs. It’s a good modular fantasy system with simple rules and lots of customisation in character generation.

I would say I don’t love its somewhat swingy dice mechanic and its relative inability for characters to progress vertically rather than horizontally, but that depends what sort of game you want or run or play.
 

Fabula Ultima expects you to stop and look up the rules, follow the rules, and the rules belong to the group (no rulings). While it is based on a Japanese game, it is heavily influenced by games like Burning Wheel and D&D 4e. The world creation process builds a setting around what all of the players want to see in play, and everything you develop is built around the PCs and what the players have signaled as important. It strikes me as very non-“trad”, and the designer seems to intend it that way (this blog has a number of quotes from the designer supporting that take)
I love D&D 4E (a flawed but inspired creation), but I don't know what traits of it you see in FU. The game is heavily drawing on Ryuutama for its base mechanics, and there's no grid to speak of in combat (literally, the game does not care about positioning in any traditional sense of the word).
It is definitely a non-trad game in the sense of North American game design, yeah.
 

I love D&D 4E (a flawed but inspired creation), but I don't know what traits of it you see in FU. The game is heavily drawing on Ryuutama for its base mechanics, and there's no grid to speak of in combat (literally, the game does not care about positioning in any traditional sense of the word).
I called out D&D 4e because it’s cited as one of the influences by the designer (see below). Where I see the influence are in the tactical nature of combat and character customization via skills* (to a lesser extent). No, there’s no grid, but a grid is not required for tactical play in combat. Angela, The Fire Mage at the end of the “Game Master” section is a good example of an encounter that gives the PCs tactical options based on how they want to approach it.

Fabula Ultima Core Rulebook, p. 4
Among the countless sources of inspiration for this game I want to mention Jonathan Tweet & Rob Heinsoo’s 13th Age; Alberto Tronchi’s Aegis; Christian Giffen's Anima Prime; D. Vincent Baker’s Apocalypse World; Takeshi Kikuchi & Studio F.E.A.R.’s Arianrhod; John Harper’s Blades in the Dark (from which the Clock mechanic was directly derived); Luke Crane’s Burning Wheel; Rob Heinsoo, Andy Collins & James Wyatt’s Dungeons & Dragons: 4th Edition; Fred Hicks & Rob Donoghue’s Fate; Rikizō's Kamigakari; Junichi Inoue’s Tenra Bansho Zero; and Ron Edward’s Sword, Soul, and Sex collection of supplements for Sorcerer.



* Actually, I suspect customization probably borrows more from Arianrhod RPG than D&D 4e, but I’m not familiar with the former. However, I am familiar with one of Studio F.E.A.R.’s other games, KonoSuba TRPG, which uses a similar base system that features customization via skills and skill ranks (like Fabula Ultima does).
 

How fast is Fabula Ultima to resolve combats and other conflict situations. I am working on my convention games for the fall, and I want to pack a lot of story into four hour slots, so I need something that runs fast but also dramatic and interesting. is FU quick in play?
 

I thought the combat was outstanding. The players really need to figure out the monsters and how to fight them effectively. There’s a variant rule in one of the betas that removes initiative, which we’re using. It streamlines play. I like how monster routines (introduced in Bestiary Vol I) give players space to develop strategies over multiple rounds.

What is the initiative replaced with?


And can you elaborate a bit more what makes combat good? Because I did only read it and liked what I read and could also see tactical components, but it always felt "oh this is quite tactical, for a game without movement".


So from reading I missed the movement and positioning. Thats why I kind of pretty much went to Beacon (and saw no reason to run Fabula Ultima anymore), since that is also Final Fantasy and D&D 4e inspired, but has a tactical grid. (And a clever unique system to replace initiative).


I never thought Fabula Ultima is bad, its really just that I thought Fabula ultima is good while Beacon is brilliant.
 

How fast is Fabula Ultima to resolve combats and other conflict situations. I am working on my convention games for the fall, and I want to pack a lot of story into four hour slots, so I need something that runs fast but also dramatic and interesting. is FU quick in play?
It’s pretty quick. The basic mechanic is stat die + stat die vs target’s defence (e.g. Dex d10 + Might d8 vs defence 10) then determine damage, subtract from HP, at 0 HP you’re out. If people do more complex things (e.g. summon an Arcanum, various support spells) then it can take a little longer but not much.

EDIT: Sorry, I wrote roll for damage but I meant determine damage - you use the higher dice roll from the attack roll and add the damage bonus from your attack.
 
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It’s pretty quick. The basic mechanic is stat die + stat die vs target’s defence (e.g. Dex d10 + Might d8 vs defence 10) then roll for damage, subtract from HP, at 0 HP you’re out. If people do more complex things (e.g. summon an Arcanum, various support spells) then it can take a little longer but not much.
Are battles and stuff supposed to be done in a few short rounds, or is it meant for bigger, longer fights?

thanks.
 

Are battles and stuff supposed to be done in a few short rounds, or is it meant for bigger, longer fights?

thanks.
The game recommends only breaking into a full blown combat if it truly matters in a story context, and that clocks and other mechanics can take care of the rest. I've played in three campaigns and run two of my own. Normal combats can often be wrapped up in 3-4 rounds, but complex boss fights can take much longer, especially since villains can potentially have multiple stages (it's a JRPG after all).

I will also note that you don't actually make a separate roll for damage, that's already calculated by your attack roll. Weapons and spells simply add a value to the higher of your dice rolls for damage.
 

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