Summary

Hopefully, theFablereboot will manage to recapture everything that made the original trilogy so beloved, and a key part of this execution will come down to the main character. While the hero ofFablewill likely not be firmly defined, in keeping with series' tradition, they will have to be flexible and versatile enough to meet the demands of both the RPG genre and the legacy of the franchise.

It’s possible thatFablewill adopt more traditional RPGmechanics, but it would do well to retain the essence of the first three games. While genre staples like leveling, gear, and customization have all been major elements ofFableas a series, the games have leaned into a more specific game design angle, one that prioritizes charm, tone, and worldbuilding over boundless player freedom a laBaldur’s Gate 3. This approach affects several facets of the series, including how classes and build-crafting work, and the newestFableought to maintain this design pillar.

Fable (2025) Tag Page Cover Art

The Hero of Fable Should Follow the Footsteps of the Franchise’s Previous Protagonists

How Classes Work In Fable

In some ways,Fablegames adhere to typical RPG conventions, letting players invest resources in different skills based around melee, magic, and ranged options, seemingly setting the stage for a more traditional build-crafting system. However, the series (particularly after the first game) is far more flexible, letting players spec in to just about any ability or combat framework. This results in an experience that, while perhaps not boasting the same replay value as other RPGs, can be incredibly satisfying in terms of progression.

This approach to progression, though not offering much in the way of themeaningful choice thatFableis known for, can make playthroughs thoroughly rewarding, as the player-character will usually be at or near their maximum power by the end, not locked out of any major abilities. Moreover, this is part of the franchise’s identity, which revolves around the growth of a hero who is almost comically powerful and talented in just about every way. In other words,Fableisn’t about role-playing as a mage, ranger, or paladin—it’s about role-playing as someone with god-like power.

Making Versatile Progression Work in the New Fable

Playground Games’Fablewill likely retain many elementsof the original trilogy’s identity, even if it is more of a reboot than a continuation. Although the game might want to implement some more mainstream RPG features like character customization, it should steer clear of traditional class-building, keeping the focus on constant progression across all vectors. To this end, the protagonist will need to be able to straddle a number of different skills and abilities, not getting too definitively locked out of any particular path.

While this may change in the reboot, combat has arguably never beenthe best part of theFablegames, at least from a mechanical point of view. Rather, the broad combat toolbox, sense of power, and linear progression are what make the gameplay unique and enjoyable.

Making the hero of the nextFablea jack of all trades would be fairly easy from a narrative perspective, as the franchise has never taken itself too seriously and wouldn’t need to explain why a character is so naturally talented at so many distinct areas. That said, there would still be room for a bit of creativity in this regard, especially if the game wants to set itself apart from the rest of the franchise. What it should avoid, however, is leaning too far into traditional RPG classes, as this would run the risk of makingFabletoo similar to other RPGs, which could spill over into the rest of the experience, making it less special.