bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h2>RULES AND CHALLENGE</h2>
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<p>Much like tone and themes, this game allows you to customize its rules and play it with a varying degree of mechanical challenge and optimization.</p>
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<h1>WORLD CREATION</h1>
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<p>Your first step is the shared creation of the game world (also known as a “setting”) in which your characters’ adventures will take place. This process involves both the Game Master and the Players and provides everyone with a strong foundation for heroes, antagonists, creatures, and events.</p>
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<p>You will need the world sheet and the map sheet.</p>
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<p>The flowchart on the next page describes the world creation process. If you want, give your setting a name: even something as simple as Earth, Gaia or The Planet will work fine... we do the same in our real world, after all!</p>
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<p>As explained on page 14, all Fabula Ultima worlds share some core elements — the Eight Pillars. When creating your setting, keep those elements in mind! Pay special attention to the following:</p>
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<ul>
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<li>Are you adopting any of the optional rules presented in the book? Pay special attention to optional rules for conflicts (page 82) and advancement (page 230).</li>
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<li>How "hardcore" do you expect your game experience to be? Are you aiming for mechanical optimization with your characters? Do you expect the Game Master to design extremely challenging adversaries? Or are you here for a relaxing experience that takes minimal focus?</li>
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<li><strong>Souls.</strong> Everything living and unliving is connected by the stream of souls. Some worlds might feature machinery fueled by soul energy, while in other settings, spiritual corruption might give birth to monstrous creatures.<br><em>Discuss what people generally know about souls in your world.</em></li>
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<li><strong>Conflicts and struggles.</strong> The cultures populating your world haven’t been able to unite themselves under a single banner. Their motives can range from centuries-old rivalries, ideological or religious strife, misunderstandings, perhaps even the cruelties of one nation against the other. Drawing inspiration from the real world can be a good idea, as it is (unfortunately) rife with turmoil and injustice.</li>
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<li><strong>A fantastical, diverse world.</strong> When creating your setting, you shouldn’t concern yourself with realism, verisimilitude, or historical accuracy. A city-state inspired by ancient Greece might be bordering with a flying fortress, guarded by warriors clad in Song Dynasty-style armor and practicing a form of alchemy similar to that of the Italian Renaissance.<br><em>What really matters is for each location's appearance to reflect the themes and emotions it will embody within your story.</em></li>
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</ul>
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<h2>SAFETY</h2>
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<p>Roleplaying games tend to get us emotionally and personally involved. It's their beauty, but it also leaves us vulnerable. Make sure to discuss whatever descriptions, situations, scenes, and story elements might make you uncomfortable. Everyone should indicate any lines and veils (page 140) that they want to apply during sessions; it can be a good idea to handle this anonymously to preserve the privacy of the participants.</p>
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<p>In particular, you should make sure to discuss:</p>
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<ul>
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<li><strong>The depiction of violence.</strong> By default, Fabula Ultima expects little elements of gore and blood: much like in classic JRPGs, death is portrayed as a character kneeling or vanishing in a cloud of spiritual particles — but still talk about the kind of scenes and descriptions people are okay with.</li>
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<li><strong>The nature of evil.</strong> Story elements such as mind control, the persecution of a minority, or violent imperialism are all common tropes in tabletop games, but for some, they are very real and tangible threats. Strive to make sure the game is a safe space.</li>
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<li><strong>Romances, relationships, and sexuality.</strong> These elements are another trope of JRPG stories, which often feature romances between main characters. Discuss if people are comfortable with this and exactly to what degree.</li>
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</ul>
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<p>The flowchart presents the world creation steps in a more intuitive order, but you’re always free to go back and make adjustments when needed.</p>
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<p>As you play the game, you will probably reconsider some of your previous decisions. When this happens, talk about it with the group and find a new agreement.</p>
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<p><strong>Remember:</strong> you win roleplaying games by creating a memorable story and having a great time together!</p>
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<p>The most important part is that everyone can share ideas freely. Whenever a step states that “each person should contribute an element”, that doesn’t mean they must come up with it entirely on their own: as with any other aspect of this game, dialogue and communication are key to a good experience!</p>
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<p>Philip Forlenza (Order #)</p>
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