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).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.
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.Have you played or ran FU? How do you find it 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.
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.
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.Is the JRPGness of it baked in beyond aesthetics and intended playstyle? If so, how, and what does that mean at the table?






