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Fabula Ultima: Game Sheets and Preview

🕑 Added 2018-07-02 16:41:45 +0000 UTC
Fabula Ultima: Game Sheets and Preview

Comments

Emanuele Galletto

I'll answer both comments here! :) First, let's talk about combat: Fabula Ultima aims to recreate some mechanical elements of JRPG games, and "random battles" are one of those (there's a travel mechanic which allows for unexpected dangers or useful discoveries - the Pathfinder class improves your odds). Combat will not always be against bosses (in fact, there's a method for abstracting mass battles by representing whole units with a single "figure") and will have stuff like HPs and the likes - that's simply part of a series of JRPG tropes I feel have to be in the game. However: the "combat" mechanic is actually called a "conflict" mechanic - much like in Torchbearer or Mouse Guard, you can resolve any adrenalinic scene with it - such as a chase, court ball, or infiltration scenario. Bosses will not necessarily be faced in battle (though most of them will be capable fighters or mages, of course) and the game borrows Blades in the Dark's progress clocks to allow for creative solutions. Concerning your second post, while I am not familiar with Fate/Stay Night, I very much understand what you mean - we get a similar situation in shows like Avatar: the Last Airbender, where heroes who are defeated get taken out of the action, but only risk their life in the climactic end of the season/campaign. There's a system for this in Fabula Ultima, but it's not 100% done; in fact, it will be the subject of future polls here and on social networks. As of now, PCs simply cannot be killed unless they sacrifice themselves or a Boss gets them when they're taken out of action (0 HP). I am also considering a "limit break" system where, once reduced to 0 HP, the player chooses to either be defeated/taken out, or escalates the conflict to a battle to the death, regaining some strength but risking everything. What are your thoughts?

Andrea Parducci

Another example: with a "standard" RpG system, you couldn't run a Fate/Stay Night campaign. That anime should be a last-man-standing royal rumble, but at the series end about 80% of the characters are still alive, and they fought at least 3 or 4 time, and every time they 1)retreat 2)postpone 3)do it only to show their strength 4) make curious alliances, 5) let the enemy escape the scene, etc. I think a good RpG emulating that kind of narration should try to emulate that kind of "mechanics", while almost all J-RpGs (or anime based, like Besm or OVA) fail that cardinal principles.

Andrea Parducci

Fantastic idea, Emanuele. I see, you know well J-RpGs too! My feedback? Try to push Narration towards the classic Boss tropes, ie. No "standard" combat with standard HPs, and when you beat it the combat is over (as D&D does), but a more "scene driven" mechanics, so you find the Nemesis, you speak (or fight) with her/him/it, you beat her, she escapes with monologuist' speeches, you find her again, she fights with "only a 10% of her Real Strength, she go away again, etc. Etc.


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