Down We Go Fantasy; Old-School Renaissance (OSR); Classless; Streamlined; Exploration-Driven; Low Prep; Quick-Play; Rules Lite

At-a-glance: OSR dungeon crawl • d20 tests + d6 procedures • 3–5 + GM • Low prep • Rules‑lite • 2–3h sessions

Theme and Setting

Down We Go centers on Infinopolis, an ever-shifting metropolis perched above endless dungeons. Adventurers descend not as storied heroes but as hungry delvers—driven by gold, need, and the city’s appetite for more. The vibe is grimy street-level fantasy: quick jobs, dangerous alleys, and expeditions that can end as abruptly as they begin.

Core Mechanics and Rules

The core rules fit on a single sheet. Players roll d20 for saves and checks, with d6 procedures powering exploration, encounters, and hazards. The game embraces swingy outcomes and “rulings over rules,” keeping turns brisk and spotlight on fiction-first choices. It is classless, with archetypal roles emerging from equipment, traits, and scars rather than fixed builds.

What Makes It Unique

Infinopolis itself acts as an engine for play—generators, procedures, and tables feed fast prep and emergent scenarios. Solo delving support and ready-to-run dungeons let you hit the table in minutes. The tone favors risk management over optimization: light gear, hard choices, and consequences you feel immediately.

Target Audience and Player Experience

Perfect for groups who enjoy OSR-style danger and discovery without heavy prep or character crunch. If you want fast starts, lethal stakes, and clear procedures you can teach at the table, this delivers. Players seeking elaborate advancement or tactical build systems may prefer heavier frameworks.

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What do players think?

Reviewers praise its one-sheet core, fast D20/D6 procedures, and OSR feel. Tables and procedures speed play while keeping risk high; swingy outcomes and sparse advancement may not suit players seeking character builds.

Related TTRPG Games

Compare Down We Go with other great ttrpg games.

Cairn logo

Cairn

Cairn shares classless OSR roots and fast, dangerous exploration; Down We Go leans harder into city-and-delve procedures for immediate play.

Knave logo

Knave

Knave prizes simple gear-driven characters and quick rulings; Down We Go offers similar speed with an integrated urban hub and dungeon crawl focus.

Into the Odd logo

Into the Odd

Into the Odd’s save-based, lethal expeditions echo the feel here; Down We Go adds city procedures and solo-ready delves for faster table starts.

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