Posted by Caroline
The Sunday Scouts took a break from our usual diet of Kingdom games to play some four-player Downfall a while back. I wanted to test some different world building mechanics as well as play with some new rules for character roles. We had two different arcs over several sessions with different societies in the same world, sharing the same Flaw. It was super interesting to see how each society took the Flaw in different directions and with different moods and stakes.
“I want to make noise on the water”
When we started, we decided we wanted to make a big classic fantasy world (you know the one) and zoom in on different parts of it. Our nations were separate, but all were connected by the flaw of Loyalty (and some mysterious ancient canals).
Our first society was an isolationist hobbity community, and our first Hero was an adorable fluffy gondolier, Charlie Sweetgreen. We had a tradition about apprentice bonds being as strong as family bonds, and then had a lot of fun exploring the tension Charlie felt between fulfilling that emotional bond to their opinionated retired master and being true to themself.
The whole game was filled with bittersweet moments of emotional and interpersonal struggle – and we ended the arc with our Hero Charlie quietly rebelling, releasing their own young apprentice to follow his dreams. Charlie sees it as a gift, but their legacy in the community is that they betrayed their apprentice.
“None will remember us.”
After we closed the book on our hobbit-town, we switched up roles and moved over to a “badass knights on dirty horses” setting in the same world. We adapted some traditions, fully changed a couple of them to fit the new aesthetic, and ended up with feuding matriarchal warrior clans living and dying (mostly dying) for glory and honor.
Our Hero was a proud, seasoned warrior named Brocha (Thane of Sigun Hall, Dromund’s Bane, Sword of The West Fold, Horn of Kell, Laklun’s Bane, etc. etc. etc), who resented being dragged into a raid to avenge the Fallen’s mother after her (dishonorable, treacherous) death. It was a night and day difference in tone from our pearl-clutching river hobbits. Lots of direct insults, duels, brawls, and bloodied swords. Brocha sees the folly in being loyal to a dishonorable cause, but is pulled into fighting to maintain her own honor. She’ll make the most out of it, disobeying orders to get the greater glory for herself, but in the end she is betrayed, and the clan fractures.
Experiments Continue
One of the things I enjoy most about a longer-form Downfall game is the ability to let things simmer, explore relationships outside of the Hero, and get into the heart of what different voices in the society are saying and feeling. We didn’t get to do it in this game since we changed settings, but I’m excited to play around with passing the torch from one Hero to the next, and seeing what happens after the Hero (or the society) falls. What can we forge from the ashes?



