Fable
A downloadable game
What is FABLE?
Fable is a narrative tabletop roleplaying game (NTRPG) where one participant becomes the Game Master (GM), guiding and narrating the adventures of the remaining players (typically between 2-5 in number).
Fable was created with these philosophies in mind:
Fiction First
Fable is a game is derived and guided by the fiction before any mechanics come into play. Descriptions and the conversation take precedence to any mechanics presented in the game. The mechanics are there to facilitate the fiction not to take over it.
Classless
Fable is a classless system. You build the character you desire to play through your choices of background, attributes, actions, edges and troubles as well as gear and equipment.
Creativity
Fable was designed to encourage player (and GM) creativity. Character creation is extremely versatile with tons of Edges to customize characters and specialize them in very unique ways.
Agendas and Principles
In Fable, both the (GM) and the players are guided by a set of agendas and principles that shape the storytelling experience. These guidelines serve to create a harmonious environment, where collaboration and creativity can thrive. By adhering to these shared values, everyone at the table can fully engage in the fiction-first gameplay, ensuring that the focus remains on the conversation and the unfolding narrative. The agendas and principles empower GMs and players alike to explore their imaginations, embrace curiosity, and create a memorable story together.
Player Agency
Players are empowered to influence certain outcomes and contribute to the world-building process. The GM encourages this collaborative approach by posing questions and incorporating player input into the narrative.
Narrative Roleplaying System Kit
Fable is designed with flexibility in mind, easily customizable to accommodate any genre or homebrew mechanics. While primarily designed for high fantasy, a simple swap of certain actions can shift the narrative to any genre of your choosing.
Player-facing d6s dice pool
All the dice are in the players' hands. The GM does not roll; instead, the players are the ones engaging with the mechanics directly. This design choice fosters a more transparent and trusting gaming environment.
Cinematic Narrative Challenges
Combat, role-playing, exploration … shenanigans? All blend seamlessly into the evolving narrative driven by player-GM conversation. This philosophy emphasizes a fluid, immersive, and collaborative role-playing experience, where story progression feels more like a movie with the drama and action interwoven, rather than separated game mechanics.
Short campaigns
Designed for short campaigns, characters are powerful from the start and will grow in power quickly but the world is dangerous and the risks are high. This design choice keeps the game engaging and exciting but also allows for moments of rest and respite.
Beta Version
This is the playtest version and the system is still being playtested but I felt its in a very good shape to be released for further playtesting. The document isn't complete but the system is shaping up to be in its final version.
Status | Released |
Author | DM4Life |
Genre | Role Playing |
Tags | d6-system, Narrative, PbtA, Tabletop role-playing game |
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