My Haven for a Hat

(posted by Caroline)

  I would rather hide under a rock than talk about my own games. I’m just very shy and busy (hello parenting). But! Getting ready for the Fedora Noir kickstarter pretty much exactly 7 years after I did the Downfall kickstarter got me comparing the two games and thinking about my own journey as a game designer.

Downfall and Fedora Noir are very different games. In Downfall, you lovingly create a world that you know is doomed to destroy itself. It’s a game about the macro reflected into the micro — we see a doomed civilization reflected in its doomed Hero. It’s typically pretty epic stuff. Fedora Noir, on the other hand, is very focused on small-scale conflicts, like the tension between a detective and the people who care for them (or used to, anyway). As different as they are, both games are stories that focus on a single character. 

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I play and design GMless games because I love sharing narrative control with my fellow players. The way that our different perspectives and voices pull and weave a story together constantly amazes me. Equally sharing authority over the story is, to me, what makes story gaming so wonderful. That’s an easy thing to do in an ensemble game, where no one character is the main one. We just take turns swapping player characters, and every player gets more or less equal screen time. But how do you make one character the main one while still sharing the spotlight between players? 

In Downfall, I decided to tackle that issue by designing the game so that each person takes turns playing each of the roles. We create a nuanced Hero (and Fallen and Pillar) by sharing them. We learn more about a character as another player develops them. Then when it’s our turn, we can change that character or explore them in other ways. When it’s your turn to be the Hero, you are the focus of that round’s scenes. But everyone gets a turn, so over the course of the game we all get to be in the spotlight about evenly.

In Fedora Noir, the rules handle the problem of sharing the spotlight by dividing the role of the main character between two players. One player is the Detective, narrating their speech and actions. And another is their Hat, narrating their inner thoughts. By splitting the character between two roles, we balance the stage time for players while giving the character a ton of depth, not to mention dramatic irony.

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The other two roles — the Partner and the Flame — are defined by their complicated relationships to the Detective. Even when the Partner or Flame frame a scene, it’s about the Detective and their relationships. When you play the Partner or the Flame, you’re a supporting character, but you also drive the central conflicts within the game. 

The game pushes you towards intimate conversations with conflicting motivations, and by focusing on one character split between two players, we intensify the drama. A conversation between the Flame and the Detective about what their future holds is made more dramatic when we hear the Hat’s true feelings… and then see the Detective do something else. 

In Downfall, we explore how the Hero changes and is changed by their world… but in Fedora Noir we see how the Detective is challenged by their relationships and their own inner voice, the Hat.

Fedora Noir is on Kickstarter from July 20-August 10, 2021. The video is hella embarrassing (but also kind of great).

Bonus Downfall Elements

It’s been a few years since Downfall hit the shelves, and since then countless worlds have risen and fallen through your stories.

One of the things I’m still most happy about is the rich and interesting worlds people create. Each session brings something totally new and unexpected. With that in mind, I mixed together some extra elements to freshen up Haven creation. I hope they bring something new to your fun; after all, the most important element of Downfall is you. <3

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Download and print!

Posted by Caroline

Curiosity killed the dog and other games: Downfall at PAX 2016

Posted by Caroline

One of my favorite things about story games is sharing them with strangers. It’s the main reason I look forward to playing Games on Demand at PAX. It’s amazing how creative and friendly people are during con play, and how quickly we go from feeling like strangers to feeling like co-conspirators, making something awesome together.

Oh and the added bonus was that Downfall was super popular–14 games played in total!

I ran three sessions of Downfall during the con, and had a fantastic time with each of them. Here’s a brief run-down of my games.

Continue reading Curiosity killed the dog and other games: Downfall at PAX 2016

Downfall Wins Award for Best Setting

I’m so excited to announce that Downfall received the Indie Groundbreaker Award for Best Setting this week at GenCon! Wahoo!

To me, the award being given to Downfall highlights that it’s players that bring worlds to life. After all, I didn’t make the setting, you do that every time you play. Because, really, Downfall’s setting is created each game—by the players at the table. So this award goes out to all you gamers! Keep making those awesome worlds. <3

Head over to IGDN to see the complete list of winners! And congratulations one and all!

-Caroline

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Downfall nominated for Golden Geek award

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Downfall has created quite a splash since its release earlier this year!

First off, the game was nominated to be 2015 Golden Geek RPG of the Year! This award, bestowed by the well-known gaming website RPG Geek, is part of their 10th Annual Golden Geek Awards. We’re honored to be nominated alongside so many other great titles from the past year.

 

In other news:

If you don’t have a copy of Downfall yet, you can buy a PDF or print copy right here on our website!

Downfall around the web

Caroline’s game Downfall has received a lot of buzz. Check it out!

Downfall is available now in PDF and print!