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fabula-ultima-html/books/core/12.html
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<h2>BUT WHAT IS THIS GAME ABOUT?</h2>
<p>
There are many roleplaying games in the world, and we play them for different
reasons: many make us feel like heroes, some have us embroiled in dark
investigations and tragic tales, others will challenge our skills and tactical
mindset, and others make us reflect on heavy and important topics.
</p>
<p>
Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, evoking the
feel and stories that can typically be found in classic console Japanese
roleplaying video games.
</p>
<h3>HEROIC AND FANTASTIC ACTION</h3>
<p>
In line with the genre that inspired it, this game doesn't concern itself with
realism or verisimilitude — instead, it deliberately embraces a light-hearted,
bizarre and "videogamey" feel, both in its tone and in its mechanics.
</p>
<h3>A GAME OF HEROES AND VILLAINS</h3>
<p>
This is a game about larger-than-life heroes and tragic antagonists. There is
no predetermined plot, scenario, or "adventure" — the heroes' actions,
motivations, and objectives will drive the story forward while the Game Master
reacts to their choices and places obstacles on their path, often in the form
of powerful villains with their own devious agendas, which will change time
and time again as the protagonists manage (or fail) to thwart their plans.
</p>
<h3>HEROIC DESTINY</h3>
<p>
The heroes of Fabula Ultima are destined to accomplish great deeds, and they
will only meet their end when the person who plays them deems it appropriate.
That said, the price of defeat will often prove steeper than death — a major
part of this game will be discovering how your heroes rise from their failures
and learn to work together in order to accomplish what they could never do on
their own.
</p>