A system for research in Fabula Ultima
Building a homebrew research roll system for Fabula Ultima
Read the original here.
Thanks to Matt for editing these rules and adding some clarifying language.
Skip the exposition, just show me the rules
In the streamed Fabula Ultima game I run, there is currently a big focus on the characters having access to an in-depth library, which they have used a few times to do research into the lore and history of the world. I'd been running that research pretty simply — just an open [INS + INS] check to determine how much information they received.
The problem is that simple rolls don't really feel like "research", instead they feel more like an investigation or search check, which are fundamentally different.
Research takes time, involves following rabbit holes, and should have interesting narrative outcomes.
Not liking my simple basic roll system, I set out to make something new that still felt at home in Fabula Ultima.
My main goals were to create a system that:
- Rewards players for doing research
- Can handle single research rolls or research rolls that build on each other
- Encodes the difficulty of a research roll in a simple mechanic
My original idea was to try and incorporate something like the Tinkerer class Projects or the Gourmet class delicacies/ingredients. There were some core differences however, since I want research to be available to all characters, regardless of class. Additionally, the research system felt like it should live somewhere between a single roll and a full project. As I looked for inspiration, I found it in a somewhat unexpected place — the travel roll.
Travel rolls in Fabula Ultima are a system to determine how the activity of traveling goes for the group. Travel rolls work by determining the threat level of the area the group is traveling through, then rolling a corresponding die (d6, d8, d10, d12, or d20) to determine what happens. On a roll of 6 or higher, the group encounters a danger and on a roll of 1 they make an unexpected discovery.
Travel rolls reward players for traveling either with a conflict scene/challenge or by giving them an interesting discovery in the world. They can handle single days of travel and consecutive travel rolls if the group is travelling for multiple days. They encode difficulty in a simple die size system.
In other words, travel rolls already meet the goals I had for the research system, just for a completely different narrative! Once I started working from travel rolls, things fell into place quickly. Threat level became research depth and some additional rules were added.
When the group rolls a 1, instead of a discovery on the map, they have a surprising insight - the research yields a useful advantage to the group above and beyond the answer to the question they asked.
On a 6-11, the group encounters an unexpected hurdle in gathering the information, which leads to a conflict scene or series of checks. If they resolve the scene, the group gathers the information they were looking for.
On a 12 or higher, the group finds themselves researching dangerous knowledge - they find the answer the seek, but doing so has wider consequences - a new Villain is created, the group is now being survielled, etc. Knowledge can be dangerous.
I also am working on putting together a Research Sheet, which tracks the groups research into a topic over time. Right now, I'm just using a Google Doc to track the topic name, general research depth, questions asked, and any unexpected challenges associated with the topic.
Finally, it's worth remembering that just because the group researches a topic, that doesn't mean that they get straightforward answers - sometimes the research is wrong, incomplete, or out-dated. It's always up to the Game Master how much information the group acquires, but all information they receive should move the story forward in some way and feel rewarding for the groups effort.
Without further ado, here is the system I made for running research rolls in Fabula Ultima:
Research Rolls
Compatible with Fabula Ultima
Published under the Fabula Ultima Third-Party Tabletop License 1.0
Research
The basic units of this system are questions: each Research Roll corresponds to a one question that the group is looking to answer.
However, some topics are too big to be contained within a single question. In those cases, the Game Master can use a Research Sheet to track the research progress of the group over time. This sheet tracks what the group knows about the topic and the depth of that topic, as well as any related mysteries, NPCs, or locations.
Questions
At the beginning of a Research Roll, the characters should determine what question they would like an answer too. The Game Master then determines the depth of research required to answer that question. If a question is too big to be answered in a single roll, the Game Master should either work with the group to narrow down the scope of the question or provide an answer that hints at the broader depth of the topic.
Ambiguity
Not all topics that a group can research are completely factual. The wider mysteries of the world, magic, and deep knowledge may be completely unknowable. When answering questions, the Game Master should take into account what the level of knowledge looks like for this topic.
A well-known settlement might have multiple books written on its history and culture, but an eldritch god may only be referenced in some extremely esoteric texts; ones whose observations might prove to be unreliable. (Although you should rarely give players nothing when they have chosen to devote resources to discovering information.)
Remember that there can be answers in non-answers: Learning that there is very little information about a topic to be found can give the group insight into the topic and provide an adventure hook to find somewhere that information might be found instead.
Depth
| Sample Topics | Research Depth | Research Roll |
|---|---|---|
| General lore, widely written about topics, specific facts about the world, high-school level knowledge | Common | d6 |
| Specific lore, lesser known world facts, specific facts about a well-known place, college-level knowledge | Niche | d8 |
| Complex lore, graduate-level knowledge, specific facts about a known but mysterious place | Expert | d10 |
| Forgotten lore, esoteric research, specific facts about an hidden place, specialist-level knowledge | Deep | d12 |
| Chthonic lore, specific facts about a completely unknown place, unknown or unknowable knowledge | Eldritch | d20 |
- On a 12 or higher, this research yields dangerous knowledge.
- On a 6-11, this research yields an unexpected hurdle.
- On a 1, this research yields a surprising insight above and beyond the revealed information.
Dangerous Knowledge
The group has obtained the knowledge they seek, but doing so has invited a new threat into the story. Dangerous knowledge changes the game world in meaningful and terrifying ways, requiring the group to devote considerable effort to dealing with it in their future quests.
Examples:
- A shadowy organization takes an interest in the group and interferes in their business.
- A new Villain is introduced, seeking the same information as the group.
This is not resolved in a single scene. In fact, the PCs might have no knowledge that they have stumbled into danger (although the players should). In addition to awarding the group with newly uncovered lore, you should also create Clocks, introduce Villains, or add other long running threads to the narrative.
Unexpected Hurdles
Before they learn the information they seek, the group must deal with an Unexpected Hurdle - some sort of interrupting event that complicates the research, but won’t prevent its progress so long as the group can respond suitably. Characters should generally be able to overcome an unexpected hurdle through a series of Checks or a conflict scene.
Examples:
- Books on this topic are written in a dead language.
- An old spell placed on the book begins a countdown to self-destruction.
- Unfurling a scroll causes an old spirit to attack the group.
- The person in charge of the materials you need is hesitant to cooperate. Make sure to determine their motivations; perhaps they have good reason to be suspicious of the group accessing their valuable resources.
- The answer you seek is contained within an old and ill-maintained area of the library. (Dungeon using the Interlude Scene method.)
Failing the check or conflict scene may result in the characters not getting a direct answer to their question and should always lead to new questions - why did that book spontaneously catch fire when we tried to pry it open? Those new questions may lead to the answers they are looking for or open the door for deeper mysteries.
Surprising Insights
Surprising Insights are uncommon, so the Game Master should make sure each and every one of them is unique and useful.
Examples:
- The location of a hidden treasure is revealed.
- An extra secret is revealed about the topic.
- The first step to unlocking a powerful new ability is revealed.
- A mysterious figure presents themselves as an ally and is willing to provide something useful to the group.