Among 2026’s impressive lineup of long-awaited titles is Playground Game’s reboot ofFable, and with one delay under the game’s wing, many fans await in anticipation. To make that wait less agonizing, long-timeFableplayers have resorted to speculating on how theForza Horizondeveloper will bring the once dormant title back to life. From its RPG elements to its divisive morality system, Playground Games has a lot to seriously consider when moving forward. Some aspects can be left behind, but others must be revered as a flagship part of Fable’s identity.

Playground Games faces the challenge of honoring the originalFabletrilogy’s charming yet clunky legacy, all while introducing new features to stand out among contemporary RPGs without losing what makesFablerecognizable. While the gamers who played themanyFabletitlesmay argue about what the title’s newest developer should keep or discard, there’s one identifying feature most can agree on: its humor. Fable stands out in gaming fandoms for its distinctive wit, dry comedy, and a refreshing lack of seriousness. This approach was particularly notable in the late 2000s, when the industry was generally shifting towards more solemn gaming experiences. Yet, what made the trilogy stand out wasn’t merely its tongue-in-cheek approach to the plot beats and stakes, but how that humor was applied to every facet of the game; most notably, side quests. Lionhead Studios was able to weave unseriousness into side quests, and theFablereboot would greatly benefit from it.

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Fable’s Humor Went Beyond Dialogue: It Was A Core Part of Its Side Quests

When fans reminisce about theFableseries, it’s often not the main story they remember first. It’s the bizarre, hilarious, and frequently surprisingly moving side quests that madeAlbion feel alive. These quests weren’t just padding; they were opportunities forFableto flex its irreverent tone and offer players a break from high-stakes heroism. More importantly, they carved out space for the kind of storytelling that didn’t take itself too seriously, yet still managed to leave a lasting impression. Playground Games would do well to examine these specific quests as case studies in what madeFablestand out as a title unique in the genre.

Fable: Anniversary’s “Darkwood Bordello”

As one of the flagship ways the player can learn aboutFable’s morality system, a plot line lies that can be pretty dark under normal circumstances. Yet,Fable: Anniversaryexposes players to a side quest that combines both the dire and the absurd. Set in a brothel within Darkwood, this quest starts with the Hero arriving at a place where pleasure is both profession and punchline. The establishment is run by an unscrupulous individual who exploits the workers, and the player is given the option to either aid him in continuing his sleazy enterprise or liberate the workers and transform the bordello into a women’s refuge.

The path to redemption, however, is pretty unorthodox. In a possible resolution, the Hero can wear an item called the Redhead Wig as a device to help solve the bordello’s troublesome ownership issues whilemaking some extra cash on the side inFable- showcasing the series' delight in mixing disguise, satire, and slapstick. The moral choices are real, but the delivery never forgets to be ridiculous. It’s a perfect distillation of howFableturned the most questionable setups into unforgettable laughs, and some surprising problem-solving methods.

Fable 2’s “‘Till Death Do Us Part”

Theromance system inFablegamesis quite paper-thin. Yet, it seems likeFable 2recognized this superficial system in a side quest that places romance in the front and center.Fable 2’s“Till Death Do Us Part” begins in typicalFablefashion: the Sparrow stumbles upon a ghost in Bowerstone Cemetery, a forlorn spirit abandoned on their wedding day by their one true love. But this isn’t a call for closure—it’s a request for revenge. The ghost asks the Sparrow to seduce their still-living ex, Alex, and then jilt them at the altar by delivering a harsh rejection letter on what would have been their wedding day.

The brilliance of this side quest lies in its tonal tension. At first glance, it appears to be a cheeky reversal of romantic tropes, but it quickly evolves into a lesson on empathy, heartbreak, and the consequences of manipulation. “Till Death Do Us Part” is one of the darkest and most layered moments in theFable, mixing drama and humor. It’s these kinds of quests - morally murky, unexpected, and deeply human - thatFable’s reboot can’t afford to leave behind.

Fable 3’s “The Game”

Fable 3wasn’t afraid to break a lot of rules. Thishotly-debated installment in theFablesagatook the protagonist away from the streets into castle corridors, and yet, was able to maintain its core identity as the Prince or Princess proved themselves as the Hero of Brightwall. This typical hero’s journey was full of chuckles to be had by the player along the way, including its often hilarious side quests.

The quest features three eccentric NPCs who are obsessed with tabletop roleplaying games and have built aDungeons and Dragons-esque simulation in their basement. They invite the Prince(ss) to become their “adventurer,” literally shrinking the protagonist down into a miniature diorama to act out a fantasy scenario they’ve constructed. What follows is a quest full of parody, with exaggerated villain monologues and cardboard enemies. The writing is self-aware, openly mockingRPG tropeswhile still delivering them with a loving touch. “The Game” was both a hilarious side adventure and a clever piece of commentary onFable’sown genre, showing that the series wasn’t afraid to break the fourth wall if it meant giving players a laugh.

Why Fable’s Weird Side Quests Must Return

AsFableprepares to reintroduce itself to a new generation, it must not underestimate the importance of the oddball charm embedded in its strangest side quests. These quests weren’t just distractions from the main story; they were cultural signatures that shaped how players remember Albion. Their quirky narratives, absurd premises, and gleeful irreverence helped Fable stand apart from more self-serious RPGs of its time. For Playground Games, preserving that DNA isn’t just a nod to nostalgia; it’s a chance to recapture what madeFablefeel so alive in the first place. In a landscape now saturated with expansive, high-stakes games,Fable’s dry humorand weird side quests are precisely the kind of delightfully bizarre storytelling that can keep the reboot feeling bold, fresh, and unmistakablyFable.