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Posted

Most games of Fabula Ultima starts with world creation, which unlike in most systems is a group effort. 

This means first deciding the broad strokes of the world. What kind of fantasy world is this? What are the themes? What is the nature of tech and magic in our world?

The game wants us to draw a map and create borders. However, that can be difficult to do in an online space. So instead we'll take a more descriptive approach.

Everyone who wants to play should help establish at least one location. The book has some useful tables for this.

We need to establish history and events as well as mysteries. Again there are tables for that.

Lastly we need to decide on what threatens the world. Fabula Ultima is all about saving the world, so each player gets to create one threat.

Posted

Hello

I haven't played Fabula Ultima, but I like the idea of everyone participating in the creation of the world and story. It might help players to commit in it better than average 'take it or leave it' kinda roleplay setting.

I give my vote on high fantasy world with relatively low tech. Tech would be mostly things that make live more convenient, like running water and lights, but nothing advanced like phones, cars and such. Although, I'm open for different types of worlds too. I'm gonna think bit more about the themes before I say anything about them...

Everyone makes one location. Does the location mean something like a country or part of city or something else? If we can do something as country, I would like to make a north kingdom. Assuming fantasy races are available and we are to make origin place for a race, I would like to make a eastern themed (anthro) fox kingdom.

I hope others will join too and we will hear their ideas and thoughts too : )

Posted

The aesthetic of the game assumes some version of magitech. There're classes dedicated to tinkering and gunplay and a whole creature type for automatons. So there's likely things such as trains and airships, but probably no form of telecommunication or even electricity.

I think I'm going to make an executive call on the shape of the world. It'll be an infinite plane. However unsettled lands will be infused with magic such as travelling them might lead to unpredictable places. Roads are somewhat permanent, but can shift randomly. The only permanent connection is made via magically enchanted tracks, often used to for trains.

The book wants a location to be something with a border, a country, empire, kingdom, or any subcategory of that. A race doesn't exist until someone establishes their homeland. Mechanically there're no racial abilities in Fabula Ultima, your abilities are decided from what classes you pick.

Posted

Do you have any ideas on what players are supposed to be doing? Is the general goal saving the world from threat that's the be decided later or something else? Is there going to be something that ties the chars together or are we supposed to work as a group?

Posted

That's part of group creation. That happens after world creation and before character creation. 

Generally, there are different types of groups. Protectors, seeker, revolutionaries, and so on. The group needs a name and a backstory e.g.: "Guardians of Her Majesty's Chastity" who are tasked with holding back the demon lords' horny hoards so the queen is not implanted with an unholy heir who'll destroy the world. 

After that the players each make a guardian. However this process is also a joint discussion. The "Threats" part of world creation should give ample inspiration for this.

Posted

I'm curious to know about the assumed focus of the roleplay. Are we to steer towards sexy situations, make something more story orientated with scheming and plot twists, something happy go lucky where bad guys are knocked out but no one dies and no too serious matters are included? Or is this up to players to decide too? Just checking because if I make amazon jungle where people get molested at least and at worst more than that and world and goal of the roleplay has story focus instead of orifice exploring it suits poorly in the general tone of the roleplay, or if I create detailed location with many possibilities for stories and worldbuilding and then roleplay is focusing more on erotic encounters and kink roaming it's again something that serves no one properly. So I would like to know what kind of stuff would be good fit for the roleplay to make and what is expected from the players.

But if that's all up to players, then I will naturally wait and see : ) 

Posted

The larger story will be somewhat grand and heroic. The goal will be to save the world, not lay maidens or whatnot. However the trappings will be lewd. 

Villains and monsters will likely prefer to have their way with a pc instead of killing them. Magic will absolutely be sexual in some way. And of course if a location itself is horny I will play it up. It's actually a great way to incorperate a kink. 

Posted

Is it possible to play this roleplay if one doesn't want their char to be involved in non-con or villains/monsters doing something lewd to their character? In other words, is participation to lewd content mandatory?

Posted

In principle yes. Monst non-con scenarios happen on defeat. In Fabula Ultima when you reach 0hp you are taken out of the scene, the pc returns next scene with half their hp regain. The mod I'm suggesting is that instead of that you become a valid target for the enemy to spend their turn on doing lewd things to a fallen pc. This works both ways, so a pc could target a fallen enemy. You could totally opt out of this.

Some monster will be able to apply status effects. Dissolve clothing, aphrodisiacs, grappling and so on. But I often think it's best for the player to decide how far this exactly goes.

Posted

How about a world between worlds as home base? If we can't decide on a setting, why not use all of them? The idea of campaigns could revolve around visiting worlds, which have their own settings. I on one hand of course draw inspiration from Kingdom hearts and its Traverse Town.
This would also give players who might have missed out on joining a campaign at a good time still something to do. Mingle with each other in a safe location.
In the setting, we could have players enter and exit worlds via crystals. "World stones" perhaps? How they work both in character and out of character is something I can muse about some more if a multi world setting sounds interesting.

Or would power scaling of techno fantasy classes be an issue in natural fantasy worlds (just to make one example)?

Posted

I don't want to completely dismiss your idea, because I'm certain you could totally run Kingdom Hearts in Fabula Ultima. It's listed as an inspiration.

Firstly, I don't really want to play as cannon characters. I don't know that many and I'm really bad at it.

Secondly, I really like the world building part and would prefer if people made their own little corner of the world with elements they like. Give that player some stake in the world.

Posted (edited)

I saw the words "Fabula Ultima", I had to google it and found that it is a Final Fantasy like TTRPG so I downloaded the book as soon as I could. I only own the TTJRPG one and instantly fell in love with the Spiritist class. All from body to class represent what I love about JRPGs. Wolf(?) girl versed in healing, witchcraft and priesthood? She's my character alright. That's the biggest dibs I've ever called. This is what I'd call "Find my calling". However, I found that the manual has many complicated rules and I thought to ask about how far will we be using sheets, stats, skills, etc. (I'm a roleplayer but not that well versed in ttrpgs. I still don't mind trying it if I have to. It looks fun albeit a little complicated if we do apply all the rules.)

Edited by Warning
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Posted

We'll be using as much of the rules which seems sensible. The rules are a bit complex, but you don't need every rule or system memorized. Most of the complexity lays with combat and we'll start off easy so everyone has the opportunity to get familiar with it.

We're currently doing the world creation found in chapter 3.

Note: a character in Fabula Ultima have at least 2 classes.

Posted

Yeah, I've read "At least 2 classes, maximum 3.". And this is what annoys me a little. I had hoped to do a full fledged healer with staff and etc. I don't know what I could mix Spiritist with to make something that keeps the cute aesthetic of the character or job. I suppose that Lore Master, Elementalist or Arcanist could work (to play along with their magic nature). It would tap toward INS and WLP both, which works good. But yes, I kinda hope to start as that healer or party support. It's a good looking one and I'm all for it. I've went through the manual a little to see what it is about and I found a lot of interesting art and details. It tickles my Final Fantasy sweet spot. Spiritist looks like a green mage and I personally love that.

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Posted

What should be the roles of magic and technology in the setting? Someone already suggested to keep the tech level somewhat low, quality of life stuff to lessen the grittiness of medieval living while still allowing that kind of culture.

Posted (edited)

A mix of both natural and high fantasy is not out of question. (If you see the book), some places could be more natural fantasy while some other places could be more high fantasy. As for the technology, it could be made in a way that we use magic to make things work. Some live by it while some others live along with it.  Could have a little of high and natural there again, depending on where we are in the world. The book has some nice settings.

Edited by Warning
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Posted

I like it. We can do Natural Fantasy in borderland regions. Maybe some large central powers in High Fantasy.

I'll start posting couple of locations into World Building this weekend to get people inspired using what we have discussed so far. I welcome everyone else to do so too. 

Posted (edited)

Ok, so my idea is to make the world medium fantasy-ish, like there is magic that is common just enough to not be incorporated into literally everything, magic goes hand-by-hand with tech and usually fix each other's cons, example: portal gates (like stargate or zaap from wakfu) which is fueled by runes. While tech ranges from simple bow-drill to literal mechanic dragon that looks like davinci's creation, with some gunpowder here and there.

Idea for magic lore is that its part of physics, or, rather, metaphysics, as it works from writing in runic, so wizards aslo speak in runic and also are, technically, are literate, as saying the same thing can lead to different results, like saying in runic "burn this man to ashes" and "Bathe him in flames" leads first case to turn your hands into flamethrower while second makes the target be so engulfed in flames that you can even see the body, its just pure fire.

Also funfact for this world: each sort of spellcaster speaks in their own linguistic style in runic, like wizards, being bookworms, sound like a narrator in a novel, whole sorcerer speaks like a part of a gang in same runic... And mage just speaks broken runic, aka its so lacking in knowledge that he often forgets articles, doesnt know conjugations that he sounds like a -5 int orc - "Me need get this feather that have annoying light presence"

Edited by Rob4ix
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