I’ve committed to bringing the second edition of Fallen to life in 2025-2026. I talked off and on of doing it since the initial books were released. I know I want to undertake the project, and I know the game would be better for it. But why has it taken me so long, and when I sit down to wrangle with the text, why do I become flummoxed?
It’s complicated, I think. On its surface, it’s a process of taking the original text, breaking it down into its parts, and making them better. Like souping up a car in the garage: strip the engine, grease the parts, replace the stock with aftermarket, tweak the electrical, alter the interior finish and change the paint. It’s still the same machine, but it’s not. So, what’s been my hang up? I already have the chassis, the engine, the wiring; I just need to make it “better.”
Like most things that beget hesitation, I believe it comes down to insecurity. You see, Fallen was my first big project. My first crowdfund. My first project that garnered a following, dare I say a “reputation” as a designer of games? Since its release in 2021, I’ve heard numerous times that Fallen is a favorite game, especially among solo players. There really is no better feeling as a maker of something, than having another person who has never met you, say that your work brings them joy. To put it bluntly, I’m afraid of messing it up, disappointing people, not fulfilling any promise there may be of issuing the enhanced version. I’m convinced this is the biggest hang up.
The second part of this equation is the logistics of design. I’ve not fully solidified the aesthetic layer in which 2e will perform. I’ve not fully decided which parts to import, which brands to integrate.
For example, the Incantations. This part of the game has always been, since first publication, the most troublesome. I get more questions about how it works more than anything else. This is a failure of game design. Yes, I maintain the philosophy that rules are there to guide, and a user may do what they want with them. However, the initial text, which has the potential to be broken and hacked, should be clear in its intention. I did not do this. And this brings up the issue of compatibility. Do I need to make a second edition compatible with the first? Incantations for instance. Part of me is keen to toss the whole bit. No magic in this world. It’s not The Witcher with flintlocks. It’s a 17th century modern world wrestling with its ancient superstitious legacies come alive. Or they’ve always been alive. It’s about court politics, corruption, power as much as hunting werewolves. I didn’t lay into this part hard enough in the first version. Why? Because it’s harder to write those rules. Killing monsters is the bread and butter of many rpgs. But creating interesting and dynamic and actually workable mechanics of court intrigue – especially for the solo player – well, that’s a trickier proposition.
Speaking of monsters. Did I really handle the Wounds & Harm mechanics well? Is it clunky. Do I chance altering that? But I put out a deck of monster cards. Those folks who bought that might be angry that I changed it up. More questions.
Additionally, I haven’t a clear idea on layout. The original layout is excellent! I would be doing it myself this time. I don’t have those skills to make it look awesome! Again, more insecurity.
And this leads to the art direction. First edition was carried by savvy use of public domain woodcuts and prints. I am not skilled in using these. Also, to save money, I’d need to make my own art….but honestly….with all the fancy hardcovers out there, looking like AAA books, this is a daunting prospect for me.
And again, this leans into more production questions. I have the notion of creating a small hardback, nicely printed. I even know who’s books I want it to look like! I don’t know the first thing about this. Yes, I can learn all this. But it’s daunting. I’m a low-brow, self-taught maker of things. I can’t even make a slick webstore. There’s just a lot of skills I lack that would perhaps justify producing a whole second edition.
Another issue that I often ponder is, how necessary is it? We’re in a period right now in indie ttrpgs where it’s a lot about gloss, production and forever products. 2nd and 3rd editions of games all releasing within 2-4 years. Each new costed more than the previous. I struggle with how much I do or don’t appreciate this. I know, it’s capitalism. Make make make, earn earn earn. Also, creator’s vision is important here. Things could be done better, so put out the better product. I don’t know. I’m pretty damn stretched for funds and enthusiasm as it is. Asking folks to pay for a slightly tweaked and better illustrated thing over and over doesn’t sit well with me. But! I need paid too. So it’s a bit of a conundrum. I lack the skills and stomach for much of it.
I’ve committed to making this book. I’ve announced it and produced the first video in the process of development. So, it will get done. I will try my very best to make it worth it to people. I have ideas. I have exciting notions about it. My art skills have improved loads since 2021. My design knowledge is far greater than it was. But I enter the project with a heavy mind. I’m pretty sure I can rally. My goal is to not let people down. It’s not like I’m releasing the highly anticipated, much coveted release of (enter your darling indie game here). And I take heart in this sleeper status! Being small, quiet and tenacious is the lesson of halflings! Big epic things can get done if you’re an unknown quantity.
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