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During the game, use emotes and dialogue to roleplay your actions. Try to limit out-of-character chat as much as possible.
Rojar: 'Tis an evil forest, certainly!
skippy5: we should b careful
See Chat Commands
Whenever you do something risky or difficult, roll a number of dice equal to your rank (usually 1 to 4) in the most relevant trait. Add any bonus traits.
Each die has a 1-in-3 chance of a ★ Star. The more stars you roll, the better the result.
Damage. For attack rolls, each Star does 1 damage. Simple as that!
There's a 1-in-18 chance that a Moon will appear on the first die. This counts as a Star, and an additional Good Twist may happen.
Good Twists (examples):
There's a 1-in-18 chance that a Skull will appear on the first die. This counts as a blank, and an additional Bad Twist may happen.
Bad Twists (examples):
Players can spend Power points whenever they want to do something exceptional.
Activation. To use a Power point, just click the Power trait on your character sheet. Each Power point adds 1 Star to the result.
Powers & Stunts. Power points let you perform an improvised power or stunt based on one of your traits. (e.g. use Nature to speak with an animal)
Magic. Power points are required for any supernatural ability (e.g. spells). However, they are NOT needed for trivial effects (e.g. a spellcaster lighting a candle by touch would not need to spend one.)
Good Luck. If the GM approves, they may also be used to create a fortunate situation. (e.g. a hay wagon just happens to be passing by at the right time.)
Regaining Power. Power points are typically refreshed at the start of every session. They are not recovered by resting. The GM can refresh individual points whenever they feel it makes sense (e.g. part-way through a long session, or to reward a well-played scene.)
Basic Gear. All characters begin with a dagger, a primary weapon, and enough supplies for the current quest. (e.g. rope, food, sacks)
Special Gear. Each character is also assumed to carry whatever gear is appropriate for their traits. For example, a character with the Holy trait will probably have a holy symbol.
Weapons & Armor. Combat items are treated as "props". For example, a warrior might begin with a battle axe or a longsword, depending on what the player prefers -- there is no difference game-wise.
Magic Items. Magic items can be added as a Bonus trait. For example, a Magic Sword +1 would probably add 1 die to melee rolls.
Missing Items. If a character is missing a key piece of gear for a given task (e.g. picking a lock without lockpicks), the GM may subtract 1 Star from the roll. This will usually only happen in special circumstances, like if the characters are imprisoned.
Because there are fewer rules, freeform roleplaying requires a bit of extra cooperation from the GM and the players.
Give and Take. Avoid a GM-vs-Players mentality. GMs should give players the freedom to do things their way, and players should accept that bad things will occasionally happen to them. ;)
Say Yes. Saying "You can't do that" can really stifle creative gameplay. Instead, try to go along with it -- it might lead to something surprisingly cool.
Keep it DRY. DRY: Don't Repeat Yourself. Keep switching things up, even if it's just the details. For example, even a basic melee attack can be described in a lot of different of ways.
Have Fun. Fabletop was created as a place for roleplayers to just hang out and game any time. Try to always keep the other players in mind, and remember to have fun!