So my review is from my perspective as a very experienced GM (running decades of campaigns across a large number of systems), and as someone who's now run an extended Fabula Ultima campaign.
Good stuff: Fabula Ultima is a really excellent new TTRPG. The book is beautiful and the simple rules, the villain system and the modular character creation system help replicate that feel of playing a classic JRPG very successfully. The clock system is a smart addition that deals with all sorts of encounters and events in a structured way, without ever feeling repetitive. Fabula points (taken from FATE I believe?) add some mechanics to character backgrounds etc, and give players the ability to produce elements of the setting that we all found really enjoyable. In fact the game's consistent focus on collaborative setting design and player-directed sessions was one of the most enjoyable things I've experienced in a game in a long time - I'll struggle NOT to include this kinda stuff in future games no matter the system.
Not so good stuff: Around the level 15-20 bracket combat design started to become very involved, with boss encounters in particular overly complicated and with lots of moving parts (if following guidance and examples from the core book, High Fantasy, and Techno Fantasy). By this stage players can have highly effective builds so that encounters are either a pushover, a boring slog, or require the GM to be actively antagonistic towards their characters (e.g. creating bosses that invalidate or ignore their special abilities - not fun for anyone imo). It results in more and more time required to prep sessions as the game goes on. I cannot imagine the wild complexity of running boss fights at level 40 or 50.
I'll almost certainly run Fabula Ultima games again in future, but I think the game would really benefit from more detailed guidance around combat design esp. past level 20.
|