42 lines
1.9 KiB
HTML
42 lines
1.9 KiB
HTML
<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>BUT WHAT IS THIS GAME ABOUT?</h2>
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<p>
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There are many roleplaying games in the world, and we play them for different
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reasons: many make us feel like heroes, some have us embroiled in dark
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investigations and tragic tales, others will challenge our skills and tactical
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mindset, and others make us reflect on heavy and important topics.
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</p>
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<p>
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Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, evoking the
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feel and stories that can typically be found in classic console Japanese
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roleplaying video games.
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</p>
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<h3>HEROIC AND FANTASTIC ACTION</h3>
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<p>
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In line with the genre that inspired it, this game doesn't concern itself with
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realism or verisimilitude — instead, it deliberately embraces a light-hearted,
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bizarre and "videogamey" feel, both in its tone and in its mechanics.
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</p>
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<h3>A GAME OF HEROES AND VILLAINS</h3>
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<p>
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This is a game about larger-than-life heroes and tragic antagonists. There is
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no predetermined plot, scenario, or "adventure" — the heroes' actions,
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motivations, and objectives will drive the story forward while the Game Master
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reacts to their choices and places obstacles on their path, often in the form
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of powerful villains with their own devious agendas, which will change time
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and time again as the protagonists manage (or fail) to thwart their plans.
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</p>
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<h3>HEROIC DESTINY</h3>
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<p>
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The heroes of Fabula Ultima are destined to accomplish great deeds, and they
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will only meet their end when the person who plays them deems it appropriate.
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That said, the price of defeat will often prove steeper than death — a major
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part of this game will be discovering how your heroes rise from their failures
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and learn to work together in order to accomplish what they could never do on
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their own.
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</p>
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