Game Systems

Every Fable Forge experience is built on real game systems. Some run in every world; others belong to particular experiences and shape how they play. Here is what each one does, where you can play it now, and what is on the way.

In every experience

  • Voice Narration

    Switch on voice narration and the story is read aloud as it unfolds, with distinct voices for the characters you meet. Available on paid plans, and off until you turn it on in your settings.

  • NPC Relationships

    Characters remember you. Help them, deceive them or let them down, and their standing with you shifts, changing what they will tell you, how they treat you and what they will do for you.

  • Forge Rolls

    When an action could go either way, a Forge Roll decides it. Your attributes and skills shape the odds, and each result lands on a scale from critical failure to critical success, so outcomes are earned rather than granted.

  • Novel & Immersive Modes

    Choose how the story reaches you. Novel Mode gives you each turn as a single passage of prose; Immersive Mode paces it out beat by beat alongside the scene's imagery. You can switch between them at any time.

Live

Coming Soon

In Development

  • Transformation

    Some characters can take another shape. A transformation changes how you look and what you are capable of while it lasts, and you return to yourself when it ends.

    Experiences: The Holloway

    Browse experiences with Transformation

  • Infinite Worlds

    An Infinite World opens like any experience does: a crafted setting with its own places, people and history. The difference is that you are not held to where it starts. Head somewhere the map does not show yet and the world grows to meet you, with new locations, characters and quests shaped by what is already there and by what you have done. The world keeps changing with your choices and the paths you take.

    No experiences yet.

Roadmap

  • Economy

    Trade becomes part of play. Buy from merchants, sell what you no longer need, or barter goods and favours when coin runs short. You and the people you meet carry money of your own, so it can be earned, found, or taken off someone who has it. Every experience can have its own currency, from gold crowns to ration chits to credits.

    No experiences yet.

  • Time Systems

    Time passes as you play, and each experience can have its own clock. A story on Earth runs 24-hour days and 30-day months; an alien planet might turn in six hours. The world and its people respond to the hour: streets empty after dark, and some doors, deals and discoveries only open, or close, at certain times of day.

    No experiences yet.

  • NPC Schedules

    The people of a world live lives of their own, on routines of their own: at work through the day, at the pub in the evening, at home at night. Where you find someone depends on when you go looking, and learning their habits is part of finding them.

    No experiences yet.

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