Gods of the Fall presents a specific game world with a fairly specific set up for the player characters. They're the next gods. Potent. Formidable. And needing to prove themselves. There there are a multitude of other stories that can be told using Gods of the Fall. I touched on this briefly last week, when discussing how you can change the award rate of Divine Shifts and change the way the game plays out over the course of a campaign.
The rules are there to facilitate the story. In the case of the Afterworld this means taking characters who are trying to step into the shoes of the dead gods and restore order to the world. But a GM could just as easily tell a story about demi-gods trying to earn their godhood by doing heroic deeds. The characters could be recruited by gods (or the scions of gods) who are the footsoldiers in a war against the titans or rival gods. Or maybe the characters are part of a pantheon wide civil war. The options are there for a GM who wants to make some changes to the lore and the world, or to lift the mechanics into a new setting entirely, or an old one waiting to be used.
Since October is Halloween month I'm going to dress up Gods of the Fall for the holiday every week. Starting with....
Fighting the Fall
Something happened. A portion of Elenehtar has started to crystallize out of the the aether, becoming solid in the real world. It's very real weight threatens to drag the whole of heaven from its lofty place and smash it into the world like a fallen star. The gods aren't going to go quietly however and have begun to wage war against the forces that threaten to drag them to their doom. Their children, scions born of unions with mortal men and women are being awakened to their heritage and recruited into the fight.
Character creation is unchanged, but where the characters would have to grasp for their own glory they have it handed to them by their parents. Where these nascent gods needed to first determine how to take the next step, they are instead given tasks and labors by their parents and other gods as the war wages around them. In time they may join the climatic final battle against those forces who seek the downfall of heaven.
The world is different, as Elanehtar slowly begins to crystallize into the realms of mortals the mortal realm of Cavazel is pressed into a holy war against forces beyond them. The gods press the mortals for greater and greater worship and sacrifice while arming mortal warriors for a battle against an unknown enemy. To the west the city-states of Corso and Somorrah stand at the brink of civilization, soon to be pulled into the war on one side, or the other. The people of Cryserech continue to worship life and revel in a simple daily life. Meanwhile strange quakes shake the earth with greater frequency and strength and some wonder if some long buried bane is waking to slay those who imprisoned it.
Your divine father knows the location of a very powerful, very dangerous weapon. He requires you and your companions to retrieve it from the Dragon Nulumriel who hides in the west, banished beyond the lands claimed by the gods. He warns you that she has power and knows how to use it, but that success will give the gods a greater chance to win the war and prevent the fall of Elanehtar.