Fallen is now officially cancelled. My new game is called ”Van Dread”. 

As promised, here’s my power 19 for my new game, ”Fallen” which uses some material and ideas from my previous idea, ”Obscure”. The game is about fallen angels that left heaven for some reason(there can be multiple reasons, the one discussed in the setting is that although Demons are roaming the world, God does nothing about it. Free will and all that. Some angels decide to fall in order to be able to help humanity, even as mere mortals). The main themes of the game are justice, punishment and revenge, at least as far as the storylines go. The angels need a host. When they enter a body, the two personalities merge and become a completely new one, with the angel personality being dominant(there is no duality in the character though. It’s a new, completely unique personality). What remains of the mortal is the main characteristics of their personality(such as attachment to loved ones, especially dominant traits, etc).

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 (and non-demon) criminals that would otherwise go free due to their skill to avoid the mortal justice system. 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.

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 (the criminals and ‘’evil’’ people) 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 position in heaven, reason for the ‘’fall’’, the host chosen and possibly 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.

6.) What types of behaviours/styles of play does your game reward (and punish if necessary)?
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.

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. Sending that character into danger (both physical and mental) make the game interesting.

10.) What are the resolution mechanics of your game like?
No system yet

11.) How do the resolution mechanics reinforce what your game is about?
No system yet.

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 criminal scum.

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.

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. Although you can do that in a lot of games, this particular angle and game theme hasn’t been done to my knowledge. I guess it’s a game where you can feel justified in killing as many as possible with no guilt. Of course, that’s a thin line to walk and you’ll find even that murderous demon scum resides in a host that has a wife and kids. Are you prepared to take their(admittedly, shell of a) husband and father from them?

18.) What are your publishing goals for your game?
I currently plan to publish a pdf.

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.


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