Fall Haven began life as a role-playing campaign story I wrote and ran for my role playing ensemble in Seattle while studying at University of Washington. The original campaign was a gritty science fiction work that we told using a proprietary talent driven system I developed alongside my friends and players. The campaign was meant to be terrifying and very challenging, with dangerous adversaries, overpowered and dangerous exotic weapons, and consequences to mishaps that often meant the best solution was to find reasons not to fight.
In that story our heroes and an entire community of under-dwellers found themselves suddenly walled-in deep below the surface of a sprawling industrial world. Racing against time and fighting to survive an attrition of dwindling supplies and resources, the players grappled with the moral dilemma of saving the community or just themselves as an opportunistic governor-like crime boss thwarted them at seemingly every turn.
As we concluded the campaign, I was eager to breathe more life into the world and give my community of players a chance to experience some of their adventures and mishaps again. Fall Haven for Quake II CTF was borne of this.
The same technical choices and soundly considered level design methods employed in making this package over two decades ago have allowed it to be fully compatible with Quake II RTX and look breathtaking with the addition of modern 3D rendering techniques.
As with the original release in 1998, my only rule is that if you include any part of it, post it. or utilize it any way or anywhere, that you give me credit and copyright citation. I hope you enjoy!
- Lance S. Winkel
Concept art from the depths of Fallhaven.
Copyright © Lance S. Winkel, 2021