Sep 27, 2026 · 1 hr 2 min · 14 segments
Check out other ways to listen: https://linktr.ee/onemoregamettrpg Fabula Ultima is a JRPG inspired table talk role playing game that puts more power into the hands of the players. This game is a…
Fabula Ultima is a TTRPG created by... emmanuel galetto um that is very much inspired by classic jrpgs such as uh final fantasy or secret persona things like that is very much a narrative based game uh and has some really cool and interesting ideas and takes some inspiration from a game that we already talked about called ryutama though After reading the system, I'm like, this is very different from Ryutama.
I think it's...
They're so different.
Like, Ryutama is so much about travelers and everyday people, and Fabula Ultima is about... larger than life heroes and melodrama and doing crazy, ridiculous things that an ordinary person or someone who's just trying to find a cozy travel experience isn't going to jive with.
I think they're just, I think design wise, so different.
I mean, yes, I do think you're right.
I think that is the focus of especially the core book.
But I do think the natural fantasy supplement also, I think it tackles things that are similar.
When I was reading it, there were things that were different, but you could still utilize a lot of the stuff in something like Ryutama and it would still work, I think.
But I also do see what you're saying.
I just think it goes against the spirit of each of the games.
Like, you can do the natural fantasy setting, and the setting might be similar to something in Ryutama, but the story that you're going to be telling in Fabula Ultima is going to be so, so different than the story you would tell in a game like Ryutama when...
you
take out your buster sword and slash the evil chaos deity who's turning all the nature into metal to death but we should get into the actual core of the system
absolutely
so like i mentioned uh this game takes a lot of inspiration from ryutama one of the ways it takes inspiration is in some of the world building mechanics so this game has a lot of the collective world building that ryutama kind of had and it like bounces a little bit more off of that uh the game also borrows the same exact dice system as ryutama so you're having taking two stats and you're rolling those together and i do really love that dice system it's
it's such a cool dice system i'm i every time when both times we've read it i've been just like oh this is so well done this is just such a great way to use all of your stats and be able to make custom stats i mean custom skills so easily and I just, I love the combinations that they use and I love the being able to roll different dice types.
It kind of fits in what you were, your complaint about D6 systems.
You get to use more of your dice here, you know?
So it's just, I do really love the way that both those games have utilized dice like that.
And it does feel like how a D6 system is supposed to operate, but with more dice.
And that does make me excited.
I also just really love the idea of combining two stats and then using those as the skill check because...
Fabula Ultima is a TTRPG created by... emmanuel galetto um that is very much inspired by classic jrpgs such as uh final fantasy or secret persona things like that is very much a narrative based game uh and has some really cool and interesting ideas and takes some inspiration from a game that we already talked about called ryutama though After reading the system, I'm like, this is very different from Ryutama.
I think it's...
They're so different.
Like, Ryutama is so much about travelers and everyday people, and Fabula Ultima is about... larger than life heroes and melodrama and doing crazy, ridiculous things that an ordinary person or someone who's just trying to find a cozy travel experience isn't going to jive with.
I think they're just, I think design wise, so different.
I mean, yes, I do think you're right.
I think that is the focus of especially the core book.
But I do think the natural fantasy supplement also, I think it tackles things that are similar.
When I was reading it, there were things that were different, but you could still utilize a lot of the stuff in something like Ryutama and it would still work, I think.
But I also do see what you're saying.
I just think it goes against the spirit of each of the games.
Like, you can do the natural fantasy setting, and the setting might be similar to something in Ryutama, but the story that you're going to be telling in Fabula Ultima is going to be so, so different than the story you would tell in a game like Ryutama when...
you
take out your buster sword and slash the evil chaos deity who's turning all the nature into metal to death but we should get into the actual core of the system
absolutely
so like i mentioned uh this game takes a lot of inspiration from ryutama one of the ways it takes inspiration is in some of the world building mechanics so this game has a lot of the collective world building that ryutama kind of had and it like bounces a little bit more off of that uh the game also borrows the same exact dice system as ryutama so you're having taking two stats and you're rolling those together and i do really love that dice system it's
it's such a cool dice system i'm i every time when both times we've read it i've been just like oh this is so well done this is just such a great way to use all of your stats and be able to make custom stats i mean custom skills so easily and I just, I love the combinations that they use and I love the being able to roll different dice types.
It kind of fits in what you were, your complaint about D6 systems.
You get to use more of your dice here, you know?
So it's just, I do really love the way that both those games have utilized dice like that.
And it does feel like how a D6 system is supposed to operate, but with more dice.
And that does make me excited.
I also just really love the idea of combining two stats and then using those as the skill check because...
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