In the Wake of the Sorcerer-Kings has been in my head without much detail for a while. I can find notes about the setting from years ago, notebooks from my NYC commuter days. The Sorcerer-Kings strip mined something from the earth and left, leaving their labs, weapons and experiments all over the city. Municipal delvers, who have their own labor union, go into these otherworldly portals and vaults, making them safe for the people who live in the area.
The delves have maps, either from the archives of the Sorcerer-Kings or mapping constructs sent into the delve site. I wanted an in-game excuse to hand Sean the pretty Dyson Logos maps.
We’re taking dungeons and sticking them directly into people’s homes, making a community of supportive workers around the delving trade, and looking into the ruins of an inhuman colonial menace that has picked up and left its mess behind. I can’t wait, haven’t been, this excited to game in a long time.
World of Dungeons leaves lots of room for the people playing it to make their own moves. I’m trying not to get ahead of myself, want to see how the game plays before writing up too many moves. The main things I’ve written down are details about delve sites, thoughts on various Sorcerer-Kings and those who served them, so as he discovers more about them, there is a feeling of alien depth.
Made a few things to show to Sean, something to get the first delve started with some flavor and another so we can make the setting together.
Making the city details, I couldn’t use the Apocalypse World playbooks as a guidepost (like I did in Moons of Leviathan’s Ithaca Station). This isn’t a game about a lack of resources or trying to rule over chaos. I wanted a city that felt lived in, so I made some details, hoping that they were enough for Sean to grab onto and run with. I think we’re going to be okay.
Sean’s character is a lycanthrope who lost an arm during a past delve. Had to make a lycanthropy move. I knew I wanted a situation where the character might lose control to The Beast and black out but I wanted the player to have control over when that occurred.
Rather than thinking about, How can these 2d6+something emulate what I want out of a game about delving into dangerous places that are causing problems for the community I want to think more about How can we frame this conversation to get what we want out of this game?
The move I love most in Apocalypse World is the Workspace on the old Savvyhead sheet (in the latest iteration of AW, Burned Over 2021, it is called Tinkering and is listed among the Standard Moves that go with a Workspace).
It gives the conversation structure. I ripped it off here, using it as a way to make magic items in D&D and blend it in to Traveller’s Little Black Box to reframe training here.
There isn’t much there but it is given with a wink and a nod and lots of old school D&D inspiration. The text above is the most flavorless text in the whole document. There rest is classes, equipment, names and places. Powered by the Apocalypse games (all role-playing games, really) demand rich context.
That is why I started with the Union Checklist at the start of the blog post and then moved into a list of fantasy city stuff. I wanted that feeling of a fantasy firefighter about to walk into a hot mess, participating in a labor union full of plucky adventurers trying to do right by the community in a city that was left strip-mined by inhuman monsters but life goes on. There’s work to be done.
I can’t imagine where I’m getting inspiration from that.
If you’d like to get email notifications when blog posts like this go up, please subscribe below