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What’s Making This Downfall So Good?

We’re playing a game of Downfall that has rapidly become my favorite. I was going to say it’s up there, but by now there is no question: this is the best Downfall game I’ve ever played.

But because I am a game scientist, complete with lab coat and goggles, I cannot leave well enough alone. I cannot simply say “hey, that was fun!” I must take the machine apart, gear by gear, and see what makes it tick so nicely. I must understand. I must know. And fortunately for me, Ace and Joe, the other players at the table, are just as big game scientists as I am. So we have had not one but several extended debriefs analyzing what is making our game so damn good.

We’re playing our 8th session this week. Maybe it all falls apart. Maybe it explodes in tears. That’s always a possibility in the daring creative space we call story games. But in the meantime let me tell you about Luxandre, the Empire of Light, and why we think it’s turning out so awesome.

These are the key things that I think we’re doing differently from other Downfall games I’ve played in the past. These weren’t things we planned, just a series of small decisions that all came together. These are all takeaways from the epic chats with Ace and Joe, and they might chime in with more observations of their own.

Virtue #1: Our Society Does not Suck

Our haven is Luxandre, the “Empire of Light”. It’s a civilized, educated, and advanced society. We call ourselves an empire but we don’t conquer our neighbors, they actively want to adopt the knowledge and advancements we have, because we’re so smart and civilized.

In Luxandre, our Flaw is knowledge, which is normally a very positive trait. It goes wrong when we are unwilling to act unless we understand every side of a problem, or when we don’t recognize that some things are just not everyone else’s business.

But all in all it doesn’t seem like a bad place. Our traditions are pretty reasonable and people seem to have good intentions. The result is that we, as players, are basically sympathetic to our society. We don’t think it sucks and simply deserves to burn, which is something that can happen when you make really flawed societies. We’re rooting for it. Could we have gotten a society that didn’t suck even with a more typical “negative” flaw like greed or cowardice? Sure.

Virtue #2: Our World Is Not Bizarre

In Downfall, the players secretly pick elements (e.g. “trees, ink, and noise”) and then try to combine them to imagine the physical world for the haven. The downside is that this often leads to pretty weird environments, like talking spirit-forests or floating asteroids circling a cold sun.

For Luxandre, we made a pretty normal world. We did use the elements (“empire, echo, and light”), but we incorporated them as themes rather than physical facts: ‘light’ because we’re a shining beacon to the nations around us and we try to bring the truth to light, and ‘echo’ because more and more places want to imitate us and adopt our ways. And ’empire’ because empire.

Since there’s nothing weird about the physical world, we don’t get distracted talking about it. Instead we focus on the society and the people. And it’s easier to imagine living in a more normal world, so put another check in the “we can relate to it” box.

Virtue #3: Our Hero Is Respected (at the start)

In the past I’ve pointed out how the game term “haven” can lead players to imagine a small and isolated community, but Luxandre is huge. So big that it’s divided into many Provinces, each ruled by a Governor with nearly unlimited authority in their domain. That’s one of the traditions we established: the Governors are renowned and trusted for their knowledge. They’re basically considered the wisest person in the Province, which is why they are chosen to rule.

To make your Hero — the one person who sees the flaws of society and rebels against it — the rules say pick a tradition and give them a job related to it. So of course we make the boldest move and decide that our Hero is the Governor. Instead of making our Hero some shifty dissident, our rebel is basically our king.

Grace is a wise old grandmother who’s been Governor for decades. She’s got a keen eye and a quick tongue, and no one knows what she’s really thinking, or that she has secretly questioned our way of doing things for ages. When people talk to her, they naturally think she’s doing her best for the good of society, because that’s her job. They don’t treat her like an enemy.

But even though she’s in a position of great power, she’s still just one Governor in the larger Empire, so she there is some authority above her, somewhere offscreen. And if she tries to wave her hand and change the whole culture, people will freak. No spoilers!

Virtue #4: We Made Minor Characters Without Personal Connections

So that’s all stuff that happened during our setup. We also made a Fallen and a Pillar — characters who totally believe in the benefits of the Flaw and who are just fine with the status quo, respectively. The rules have you give each of them a relationship to the Hero, picking from a simple list: family, friend, guardian, leader, lover. Which is great stuff, because it gives a clear personal connection between characters who are effectively going to be adversaries.

Buuuuut, there’s a subtle downside, which is that because the connections are personal, we can wind up focusing more on the relationships between the characters rather than the issues of the larger society. If the Fallen is the Hero’s grandson, like in our game, their interactions are always going to be overshadowed by this personal relationship.

Fallen and Pillar players can play other members of society too, but because there’s no step to make minor characters, there can be a tendency to just have every scene be between those three characters. Old Kingdom had the same issue, which is why the new edition has you make minor characters, to flesh out the community more.

Maybe because we play a lot of Kingdom (and Follow) and we’ve learned those lessons, we started bringing more minor characters into scenes. It was also a natural fit because we were making scenes showing the Governor doing her job, which of course involved dealing with a lot of random people. Two messengers arguing who’s at fault? Time for the Governor to lay down judgment, and two more minor characters to add to the list.

The result is that we had a much richer world, but more importantly we focused on the society and the Flaw rather than just the Hero’s personal life. We see how other people in the culture see things. Those are the two competing themes in Downfall: the Hero’s personal problems vs the society’s problems. The personal problems can steal focus from the society’s story.

I can’t overstate how important this was. I think even if this was the one thing we did differently, it would have been a great game. If you’re playing Downfall, I strongly recommend adding minor characters with no personal connection to your Hero.

Virtue #5: We’re Taking Our Time

You can totally play Downfall as a one session, one-shot game. And that’s what I’ve done every other time I’ve played it. But it’s honestly a crime against creativity, because you make all these awesome traditions and this fascinating society, and then blow through some scenes to rapidly burn it all down because that’s all the time you have left to play today.

Those creations deserve some time to breathe and be explored! So instead we’ve been taking our time and playing multiple sessions. It’s a slow burning Downfall rather than three round boom. Again, this was not a decision we made in advance. We wanted to keep playing and take more time precisely because the game was going so well. It’s a virtuous cycle.

It Hasn’t Fallen Down, Yet…

So that’s our unplanned recipe for an awesome Downfall. Like I said, we didn’t plan it or set out to upgrade the experience, but in hindsight it all makes a lot of sense. There are also some other aspects of the game that I’m not going into (no talking about chapter 2! #nospoilers), but we might get into that later…

Ben Robbins | December 20th, 2023 | ,

Making History Out of Order, But With Kingdom

Over the past few years we’ve played some pretty huge Kingdom legacy games. Yes, the rules say you can make each new era in the past or future of your community, but on a whim I wondered just how often we actually played out of chronological order? Luckily I have all the data, so figuring that out is super easy…

As a baseline, this first charts shows what it would look like if we just kept playing in chronological order. Sessions are shown from left to right, with a longer flat line meaning we played more sessions in that era. The vertical axis shows where in the history each era falls, with lower being earlier and higher being later. So this is just each era following the last, forward in time.

default chronological order

And here’s the Kingdo-mon campaign, 13 eras over 112 sessions. The orange line is where in history the first Kingdom we made falls, because I think it’s interesting to see how we do or don’t cluster around that starting “present”.

Kingdo-mon eras

So every time the connecting diagonal line goes up, we’re going forward in time (aka making a new era that is later than the last one), and every time it goes down, we’re going backward in time. The vertical distances are not a to-scale measure of time, like how many years apart things are, just how many eras there were in between.

And then here’s the Witches campaign, 12 eras over 68 sessions (so far).

Witch eras

Just at a glance, it’s interesting how we tend to bounce around in time, rather than stay near the previous era when making the next one. I think it’s the natural urge to change up: we just did a modern era, so let’s do something ancient or far in the future, etc.

Ben Robbins | December 19th, 2023 | , , ,

“To buy D&D, you went to the store that sold the trains…”

I love when interviews stop being “interviews” and turn into conversations about the things we love. That’s exactly what happened during this chat with Craig Shipman on the Third Floor Wars podcast. A very fun time!

Third Floor Wars Podcast, Tabletop Talk with Ben Robbins

We cover a whole range of stuff, from when I started gaming as a kid, through the early days of story games, and then all the way up to new things like Microscope and In This World. Very “this is your life”.

Spoiler: the end is not really the end. There’s a whole post-credit bit with parts that didn’t fit anywhere else. Also one clarification: when I was talking about Capes, I meant it was the first GMless game we played, not the first GMless game invented.

Ben Robbins | December 11th, 2023 | , , , , | 1 comment

Prophecies Can Be Good or Bad

“This is part of the magic of collaborative world-building — that you can start a sentence with no pressure to finish it on your own.

Jump. Your friends will catch you.”

Jack Edward wrote a very thoughtful review of In This World after playing it with his group to brainstorm a campaign world. I highly recommend it.

I really appreciate the honest reflections on the experience, both for Jack as the usual GM and the players that are hoping to play in this world later. Lots of good observations. There’s also a reddit thread discussing the post and In This World in general.

Great stuff.

Ben Robbins | December 3rd, 2023 |

Gameplay Video: Wild Worlds of Dating

We’re back at the table, playing more In This World. What could top our Vacations game? How about Dating..???

In This World: Dating

We recorded this game a while back, shortly after the Vacations session, but technical problems prevented me from editing and posting it when I first intended. Now that In This World is done, I circled back around to finish up and share it with you.

Marc, Caroline, Al and I were joined by Justin, who had never played In This World before. Which is perfect, because it reminded me to explain every step of the game… eventually! Despite having never played before, Justin jumped in fearlessly and made our first world — that’s that Story Game Seattle pedigree shining through!

Ben Robbins | November 30th, 2023 | , ,

In This World Is Out

The full release of In This World is done! You can get it and play right now.

In This World

If you bought the early access release, you should have already received an email with your download link.

The book is about 20 pages longer than I originally planned, not because the rules changed — the rules are rock steady — but because I included more examples of play (at the wise suggestion of my backers) and also because I dug deep into the game theory mines to analyze exactly what goes on when you sit a bunch of people down and ask them to reimagine the world together. If you want to understand game design, there is a whole chapter, just for you.

Next up is doing print tests, so if you spot typos or whatnot, now’s the time to tell me! Give me a holler at info at lamemage.com.

Ben Robbins | November 26th, 2023 | | 2 comments

Summerween

In This World Halloween

You had me at watermelon jack-o-lanterns…

Ben Robbins | October 30th, 2023 | , ,

Voyage of the Astral Swan

Twinkle Twinkle Little Bar…

Calamity Vault is a new podcast playing rare indie gems. Their first game? Kingdom! And they absolutely kill it with the ‘Lost In Luxury Space’ seed:

Calamity Vault: We Make Our Kingdom Together (episode 1 of 3)

One important caveat is that they played the old edition from 2013, not the more recent K2 from 2021. If you listen to their review in the third episode, you’ll see they had some difficulty with the rules, which totally makes sense, because the old text is… cumbersome. Which is exactly why I had such a burning desire to go back and revise it into the sleek and sharp book it is now.

Ben Robbins | October 24th, 2023 | ,