Fallen Power 19
1.)What is your game about?
”Fallen” is about voluntarily fallen angels kicking demon criminal ass in a modern setting. It’s about imperfect powerful beings trying to redeem themselves or simply try and help humanity. It’s also about exploring the themes of revenge, justice and punishment
2.) What do the characters do?
They act as an ad hoc judge jury and executioner for demon criminals and their human pawns that mortal law enforcement is unable to to apprehend. At the same time, they keep up a ‘’front’’ of mortal life and make sure their loved ones don’t come to harm.
3.) What do the players (including the GM if there is one) do?
The GM handles the world and the NPCs. Players roleplay their character’s actions and personal stories.
4.) How does your setting (or lack thereof) reinforce what your game is about?
The setting is modern, a world where demons are slowly taking over the darker sides of humanity (criminals and sinners) and making the world a much worse place for everyone. These demons are the adversaries.
5.) How does the Character Creation of your game reinforce what your game is about?
Character creation is focused on skills, attributes and powers. These are the tools the characters will be using in the face of adversity. Initially, the player will be asked to answer a few questions about his character, such as: general concept, previous duty in heaven, reason and method of the ”fall”, the host chosen and a few more. This makes the character a bit clearer for the player and adds some background. Archetypes can be used if the player doesn’t feel like coming up with all aspects himself. Archetypes function as guidelines, making character creation choices easier by restricting point placement and powers available.
6.) What types of behaviours/styles of play does your game reward (and punish if necessary)?
There is no alignment or ”humanity” mechanic. Making combat violent is however rewarded through a ”bloodlust” pool mechanic that allows for special stunts or powers.
7.) How are behaviours and styles of play rewarded or punished in your game?
There are no rewards for style of play or behaviour. You can either be a good guy that goes around saving people, or a bad guy killing with little evidence or reason.
8.) How are the responsibilities of narration and credibility divided in your game?
The GM narrates and controls the environment and the NPCs. Players control their characters.
9.) What does your game do to command the players’ attention, engagement, and participation? (i.e. What does the game do to make them care?)
It offers you what you need to create an interesting character with depth and personality. Character creation helps make each character unique and detailed while not bogging down the chargen section. Sending that character into danger (both physical and mental) makes for dramatic roleplaying.
10.) What are the resolution mechanics of your game like?
Players roll Skill+Attribute vs a difficulty and count their successes. It’s a d10 system.
11.) How do the resolution mechanics reinforce what your game is about?
The combat mechanics reinforce that combat is horrible and scary and death is a distinct possibility. The violent acts that are bound to be committed by the Fallen provide an interesting mechanic as well, seeing as they’re supposed to be the ”good guys” fighting evil.
12.) Do characters in your game advance? If so, how?
They will advance by gaining experience points with which they can buy skills/abilities/powers.
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
Well being able to buy additional powers or get better at existing skills/abilities/powers makes your character better equipped to deal with adversaries. You will be able to purchase new powers or ”upgrade” existing ones.
14.) What sort of product or effect do you want your game to produce in or for the players?
I want the players to feel compassion for crime victims and rage towards the perpetrators. I want them to feel like going outside with a trunk full of guns and kill every demon they can find. Then I want them to doubt their very nature, after they’ve just killed a demon begging for mercy.
15.) What areas of your game receive extra attention and color? Why?
The horrible nature of violence is one. Although the game is largely about outright killing horrible horrible demons, violence is in itself a horrible act.
Besides that, the imperfect nature of a fallen angel merged with a mortal and the implications this kind of existence entails is key to the game. Balancing demon hunter by night with white-collar job and family by day is an interesting idea.
16.) Which part of your game are you most excited about or interested in? Why?
I’m really excited about the possibilities of character creation (besides the fact that you’re a fallen angel, anything goes. You can make low-key, gritty characters with deep background stories and depth, or just use an archetype to create an ass kicking angel) and the themes presented in the game(nature of violence and revenge, guilt, justice).
17.) Where does your game take the players that other games can’t, don’t, or won’t?
Being able to create a rather unique character is one of the pros. You are completely free to create anything you feel like with no strict rules, while at the same time still create characters that fit with the game and style of play.
18.) What are your publishing goals for your game?
I currently plan to publish a pdf. A softcover edition through Lulu would be nice as well.
19.) Who is your target audience?
Definitely adults, quite possibly experienced gamers looking to invest time in a game either too shallow or too deep.
So… kind of a Dogs in the Vineyard/Buffy/Supers game?
It’s not really a supers game, the powers are supposed to be low-key and a bit of gift/curse ala Spawn and such. This is part of the setting though and there are no rules to keep you from making it a supers game. I’m not familiar with Buffy(I hate the Buffy franchise for some reason), how is it similar?
The ditv connection is definitely there though. I’m leaning a bit towards a more horror setting(the thought came after the 1st playtest that became a fragfest) with a bit of investigation and alot of mind games/intrigue in order to beat the aforementioned demons.
I actually know almost nothing about Buffy, it was the “fallen angels” thing that made me think of it.
DitV seems to have provoked a lot of games with a “troubleshooters” premise – which is a good premise, though eventually it will become a bit of a cliche, I think (like the dungeon crawl). There’s life in it yet. I’m looking forward to Do, by Daniel Solis – troubleshooting flying monks.
As you’ll see from my latest post to the blog, I’m taking inspiration from DitV myself, but not the “troubleshooters” part.