The classic *Fable* series was instantly recognizable thanks to its straight-laced morality system, which forced players onto a binary scale between clearly defined good and evil archetypes. However, for Playground Games’ upcoming reboot, that simple choice is being tossed out the window in favor of a much more nuanced system. The developers aim for a gameplay experience where player characters are not easily labeled as inherently heroic or villainous, but rather exist in a gray area.
As Ralph Fulton, the general manager and director of *Fable*, explained during a recent interview, the approach to morality has evolved significantly since the original trilogy. He emphasized that the new system reflects contemporary thinking on ethics, stating that there is “no objective good” or “objective evil.” Instead, the judgments passed on the player are based entirely on the subjective opinions and personal values held by the non-player characters (NPCs) in Albion.
This reputation mechanic actively avoids the traditional “sliding scale” found in many RPGs. Fulton clarified that players build reputation purely through observable actions; if an NPC witnesses a deed, it contributes to your standing. Crucially, this means your notoriety is highly localized. A benevolent hero in one village might be considered an absolute menace in another town based solely on the actions witnessed there, allowing for complex, town-specific fame (or infamy).