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Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Tue Jun 02, 2026 3:45 pm
by MirrorG
I've been a long time proponent of "play any other kind of game, even once" in the TTRPG space, and that has recently been redoubled since having spent the last year running the system Fabula Ultima (the JRPG-inspired system) for my Saturday table.

As a Foundry user, there are a lot of helpful modules to make running things smoother (especially the Quick NPC Wizard), but of course the most important part is the content of the system. In that way, FabUlt is perfect for my table full of really all-in RPers. Before anything else happens, the table constructs their game world together, requiring that every player contribute one area, mystery, and threat that they'd be interested in exploring during the campaign. I love that instant buy in, and how it allows players to create their characters specifically tying into the threats they just created minutes before, it's juicy stuff. After world creation, players will still be able to use their pool of Fabula Points to (aside from mechanical benefits) speak new aspects of the setting into existence, so creating the world and the story that the players want to engage with is an ongoing process that can develop alongside the plotline.

The game itself is very based around creating individualized builds for a character. Multiclassing is mandatory (you need to split your 5 starting levels across at least 2 before you even start), and you can't get every ability a class has to offer (at full power) on a single character. This means that two characters that have the same class can use them in different ways to get different benefits, and their unique combinations of classes and skills make each character just feel like themselves, rather than one rigid archetype each.

As a GM, the book specifically recommends that, to better let the players decide what to do next, you shouldn't have more than one session planned out in advance. This, for one thing, is a huge weight off of my back for prep, and allows me to keep being surprised by some of the wild adventures and ideas that the table gets up to in pursuit of their goals!

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Pictured above is the current setup of our FabUlt party. As of the last couple of sessions, a player schemed with me such that her original PC (a gladiator called Zelora) would be kidnapped and replaced by her dubious sister, Alacra. Tagging out characters, like in the manner of Final Fantasy 4, is very easy to do in FabUlt so long as the party is in a situation where it makes sense. If you bring an old character back, they instantly level up to match the party, so there's no risk of falling behind because you wanted to play around narratively, which I find very fun.

If I can get even one person to bring FabUlt to their table, I'll call that a win.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Tue Jun 02, 2026 4:28 pm
by FatThoughtKittyBot
Fascinating! Thank you for bringing this to attention! <3

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Tue Jun 02, 2026 4:40 pm
by HoofusDoofus
Fabult is REALLY cool, I only ever played a few sessions in the system but in terms of character driven, collaborative storytelling, RP-focused systems it really is the gold standard I think; being able to contribute directly to the story together immediately makes it a lot more gripping for players imo, goodness knows I'm gonna be invested if a bit of my own writing/work building gets baked into the campaign we're playing!

My one gripe is that it REALLY needs everybody to be on the wavelength of "rp/collaborative storytelling first" as if you've got anybody in your group that might be a more traditional tabletop fan or just, not wanting to have the floor open to everyone building out the world together there's an opportunity for some chafing , in my experience. That being said, that's more a group chemistry issue rather than any fault of the system itself!

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Tue Jun 02, 2026 10:42 pm
by SangriaSnake
Yeeeees, I will never stop singing the praises of this system. The collaborative story telling aspects aside, it's also just a damn good system mechanically too. The game encourages things like crafting new gear and consumables to make things unique to your characters and the game also has lots of rules to change up the feel of combat or XP curve. My favorite is the Inventory Point system or IP. Consumable items don't have to be bought in advance, you character has a stock of IP they can spend to produce whatever thing they might need in the moment. IP can be refreshed in towns by spending money which means money is also still important as well. Its a really simple and elegant system.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Wed Jun 03, 2026 4:35 pm
by Zaraya_Kobol
Oh yeah! I bought the physicals for this game, I like the pixelwork and JRPG aesthetics! I'd be tempted to give this a shot if I could find a group.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Wed Jun 03, 2026 7:40 pm
by MirrorG
If I wasn't already running two tables of it at the same time, I'd 100% offer.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Thu Jun 04, 2026 6:16 am
by Zaraya_Kobol
Aww, thank you!

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Sun Jun 07, 2026 3:21 am
by wobblowl
Oh wow, this system seems wonderful =v= I'll have to look more into it! I prefer not to play D&D if I can help it, and I wish more people felt the same so I could play systems like this xP

I also quite like this Foundry software you mentioned! I'll have to save up my money for it

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Sun Jun 07, 2026 11:07 pm
by Mao
Yeah I have some experience with system. I really want to play more. I kinda vibe with collaborative storytelling games.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Mon Jun 08, 2026 3:14 pm
by MirrorG
wobblowl wrote:
I prefer not to play D&D if I can help it, and I wish more people felt the same so I could play systems like this xP
Mood!!!

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Mon Jun 08, 2026 8:14 pm
by SangriaSnake
wobblowl wrote:
Oh wow, this system seems wonderful =v= I'll have to look more into it! I prefer not to play D&D if I can help it, and I wish more people felt the same so I could play systems like this xP

I also quite like this Foundry software you mentioned! I'll have to save up my money for it
Yeah Foundry DOES have a big of a big cost to entry but its such a powerful program for this sort of thing and is also extremely modable. The FabUlt module for it is also VERY polished.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Tue Jun 09, 2026 12:34 am
by Mao
Foundry in general has just made swear off using Roll20 ever again just holy shit.

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Tue Jun 09, 2026 11:55 pm
by OfficialSinnaBun
I've been interested in trying to run Fabula Ultima more, though my plate is pretty full right now with Lancer and a few other projects I've been trying to prep.

I've definitely thought about using it for fat/inflation-style games, maybe something involving the zero power system where characters bloat up the more they fill that clock. Perhaps allow PCs to overfill the clock for bonuses, but take penalties elsewhere to make it more of a risk/reward system...

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Wed Jun 10, 2026 3:04 am
by MirrorG
Having a clock that could go multiple loops around would certainly make sense for adapting a system like APPLE into FabUlt!

Re: Fabula Ultima is everything I didn't know I needed in tabletop

Posted: Wed Jul 15, 2026 7:36 pm
by Balloon Bundle
We've recently joined a Fabula game, and it's going well so far! I like the system.