My Favorite Page in World of Dungeons

My Favorite Page in World of Dungeons

World of Dungeons by John Harper is a tiny pdf, 3 double-spread pages, a third of which is the stained character sheet printed twice. In that space you get enough rules to get started with the idea that as you go, you and your friends will be creating new moves as needed.

My favorite page, though, the one I never see anyone discuss – the one that we ignored when Sean and I played is the following:

List of places and names.

The places: Northlands, Imperium, Regency, Xanathar & Islands, Uru & the Great Desert, Akhyra & Cythonis

Northlands, Imperium, Regency, Xanathar & Islands, Uru & the Great Desert, Akhyra & Cythonis, with a list of evocative names under each. That right there is a setting. That is all anyone needs to get started. Daydream on that, write some names on a map, scrawl out a few rivers, some mountains, jot some symbol that means, “demon-haunted hole filled with treasure,” a few times and you are good to go.

Dangitall, there is even cosmology about True Names in there that I didn’t even remember until I pasted the page into my blog.

I think what I’ve learned in the process of writing this is I like my settings with more questions than answers.

What is the Regency? Is there a child-king ruled by a council of oligarchs? Will the oligarchs hand over power when the child comes of age?

The border where the Northlands meets the Imperium – is it open war? Feuding? Have the Northlands Jarls sworn oaths to the Empire?

Xanathar and Islands – why is the Imperium navy having trouble keeping its hold on the forts here?

Uru and the Great Desert – what remnants of a once worlds spanning government has its ancient ruins buried in these sands? What are the people like who call the Uru home and why has the Imperium kept its armies clear of them?

Ankhyra and Cythonis – what is the cultural link between these lands and the Imperium? What relationship did they have with the ancient people of Uru? What political conflict is causing civil war there now?

And I want those questions answered through play – if they are answered at all.

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The DelRosso Principle

I was instant messaging with Jim, trying to figure out where this term originated.

Was it the Unknown Armies game. It could have been refering to when Ben switched the Unknown Armies game from a mission-based game set in the metropolitan New York/New Jersey area to more of a sandbox-style (yeah, we used that term before the OSR championed it, thinking more of Grand Theft Auto) where we were founding a new branch of The New Inquisition in Miami.

It might’ve been one of the Dictionary of Mu playtest games at the ole Get Your Geek On-a-thon’s, back when Ithaca had a game store. Those games tended to kick the setting in the teeth pretty hard, as happens when you have four Sorcerers playing in 4th or 5th gear, leaving nothing at the table because it is a one-shot.

Was it the Riddle of Steel game that began at the Dueling Bridges?

Doesn’t matter.

What does matter is that the DelRosso Principle states:

Kick this setting in the teeth.”

Nice and simple. It demands the players and the GM declare ownership over the setting and make it their own.

Jeff was kicking the Forgotten Realms in the teeth when he started his first session with the players finding Elminster crucified to a tower in Waterdeep. “Jeff, you need to let these players know that they are not gaming in the Forgotten Realms that are safe on their shelves. This is a different animal and those books will get them in the mood but will not save them.”

Kicking a setting in the teeth need not be that extreme. Pete subtly kicked the setting in the teeth when he circled up a Great Spider fence in our MoBu City game. “Oooh, the Weavers are involved in the crime world too? Neat.”

Invoking the DelRosso Principle is taking a published setting and making it your own. It is taking a collaboratively created setting and adding a nice flourish. It is changing the face of a fictional world through the act of pretending and the rolling of dice. It is taking a boxed set and making it a home, even if it is Dark Sun, a home that wants to see your characters dead. It is the act of making a fictional place a fun lens through which we can create and react.

This design and many others are in Judd’s Shop…

https://shopofjudd.threadless.com/designs/librarian