Fable starts with some good ideas about becoming a hero that can exist as part of a world, get married and live somewhere.
Then it tries to make this accesible to too many people, if they don't like RPGs in the first place, they wont pick the third game in a franchise as an entry point.
There are two main kinds of RPGs:
1)
Open world games with huge expanses (not closed off areas to roam around in) and not running off down a road to travel 120 miles (that makes a world feel small and pathetic). This should be showing the world in all its aspects, several towns, many villages, a large city and farms scattered around. Rolling hills and vast woods to explore, usually traversed with a horse or on foot. This has quite a lot of NPCs which can be interacted to within limits, usually part of a quest or to add character to a location. There is a variety of weapons and some are magical or even legendary. The player can use one style of combat well but does dabble in other elements with little skill. The player takes an important role in saving the world but this doesn't impair any gameplay elements or render them redundant. The world is quite unchanging and choices that change the world usually occur at the end of the game. The player can sometimes keep playing after the main story is finished and can still play without gameplay being impaired. Examples: Oblivion, Fallout (adapt the paragraph).
2)
Linear games with a fixed storyline and several large 'Arenas' to play in. Similar to Dungeons and Dragons style gameplay with off screen travel from one encounter or arena to the next. Only those NPCs deemed important enough to help the game are interactable with. The world can be huge, massively huge but you don't get too see all that. The world shows the best and most impressive aspects of itself and travel is not always explained but it is assumed that something gets you there. Weapons are still there but your player only gets acces to a few. After a bit of levelling up the player can get the armour they want. There is more of an emphasis on weapons that can be upgraded. You visit each arena a few times for quests and most of the important ones have a main quest to them. The player is restricted to one aspect of combat but you often get companions to compensate for this and help you on your quest. Examples: Mass Effect, Dragon Age, KOTOR
Then we have Fable (mostly post TLC), a game sitting on the fence and trying to take the best elements but has been sitting there so long it is now impaled on said fence and has to choose and change or sink further.
A linear game with several large Arenas the play in that still attempts to give the impression of a large world but they're not fooling anyone. The character is not very customisable and the way you want your character to look is based on how you act, this can dictate your gameplay as you change the way you play to change your character. Your 'choices' sort of change things but the true changes occur after any meaningful gameplay is over. The player is an effortless master of all aspects of combat and can overpower all enemies. A useless and annoying companion is implemented as a gimmick to distract the player. Death doesn't happen though. Weapons start mundane then become legendary but there is little variety. Clothing and armour are sort of done well because there is no armour and natural progression to the highest level goes so there is more variety in charater appearance in that aspect. The NPCs are hollow. This makes them empty and useless, void of any emotional attatchment.
Yes it took a long time to write but it was worth it. Fable was good but it needs to decide to improve.