Most tabletop role-playing games place their epic storylines more or less entirely in the hands of the players at the table. Their choices open up a myriad of opportunities and branching paths for their own private games, each presenting a unique experience that changes at every turn. Dune: Fall of the Imperium takes a different approach. Just as in Frank Herbert’s novels — and in Denis Villeneuve’s upcoming film, Dune: Part Two — House Atreides will fall. Muad’dib will rise, bringing the Jihad with him. The only question asked in Modiphius’ lavishly illustrated new expansion is if you and your house will weather the storm and come out on the other side as a major player in the new galactic regime, or if you will misplay your hand and fall into ruin like so many houses before you.
Built on the excellent Dune: Adventures in the ImperiumTTRPG, Fall of the Imperium will take your players through just about every major plot point in the first few Dunebooks. However, rather than a front-row seat to the unfolding chaos, players will mostly be dealing with the political buildup and fallout of major canonical events. You might have a front-row seat to see Paul and the Bene Gesserit meet, but it won’t be the interaction that’s important; it will be the information gained and how you use it.
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Split across four acts, each with three distinct adventures, players will lie, cheat, make and break alliances, and generally do whatever it takes to keep their legacy alive. Whispering in the ear of Baron Harkonnen may not be the most enticing of ideas, but it just might keep your loved ones alive for one more year. Besides, you could always throw the Harkonnens under the bus tomorrow, swearing that you were actually, truly, for realsies always loyal to the Atreides. Of course, three acts and years of in-game time in the future, the remnants of the Harkonnens may throw you under that same exact bus.
Act 1 runs through — approximately — the first of
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