It’s been pointed out to me that I should’ve said “metacurrency” instead of “ingame resources,” as spell slots and such are ingame resources. Sorry.

  • Archpawn@lemmy.world
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    2 days ago

    So, Inspiration, not money?

    How do they do that in Fabula Ultima? I’ve seen things where you use metacurrency to make minor changes that help with shenanigans, like deciding there was a chandelier that you cut down and drop on everyone, but I’m not sure how that would work for changing the plot.

    • azrendelmare@ttrpg.networkOP
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      9 hours ago

      So basically, the game leans more heavily on improv than most. In addition to everyone building the world together, players can spend metacurrency (Fabula Points) to do things like, say “there’s someone I know who lives in this town and might help us,” or “wouldn’t it be cool if this mysterious figure we were just introduced to was secretly Frank’s character’s long-lost wife?” If it affects another player’s character, like that second example, the player has to agree. If nothing that’s already been established contradicts the idea, it gets added to the plot.

      My players don’t really use this facet very often, but it has the potential to be really neat, if also to make the DM throw out some notes at times.