Which game books most inspire the "sense of wonder" in you?

Mercurius

Legend
One of my favorite experiences is what science fiction fandom has dubbed the "sense of wonder" - that cognitive-emotional sensation that is sometimes generated through a big idea that is something more than "cool, that's interesting," and perhaps something less than a truly mystical/transpersonal experience (although is, perhaps, related). I can't remember my first such experience, but it has often been related to my love of science fiction, fantasy, and RPGs.

Arguably, the sense of wonder is something that gets harder to attain as you get older. I don't think this is inherently true, but do think that as life's stresses and concerns pile up, they act as a kind of obscuring effect; a clutter or "noise" that obfuscates the "signal" of such experiences. So while for children--especially once they reach the greater cognitive maturity of middle school--it is possibly more natural and easy to experience the sense of wonder, if it is less easy for adults it is mainly through being "trained out" of it, as it is sometimes associated with "child-like wonder." For those of us who love what John Clute calls Fantastika--which I will extend beyond literature, to include other media--this is something that we have actively nourished, even if sub-consciously.

For me it is something very precious, that drives both my continued interest in Fantastika and my own creative works. I generally find it easier to find in literature, and most especially older fantasy, science fiction and cosmic horror. Authors such as Lord Dunsany, Algernon Blackwood, JRR Tolkien, and Clark Ashton Smith especially come to mind, but tons of others as well (Le Guin's Earthsea, Cherryh's Morgaine, Erikson's Malazan books, Patricia McKillip, some of the works by Vance, Zelazny, Silverberg, Moorcock, and countless others).

Which brings me to the focus of this thread. Which RPG products inspire a sense of wonder in you? I don't mean which games, because that implies the playing of it. I am mostly curious about the products themselves - namely, books - that are more likely to generate the sense of wonder through opening them and diving into the world, story, landscape, what-have-you. Whether or not this arises during game play depends on other factors that are beyond the purview of this inquiry (e.g. the GM and to what degree they emphasize or try to generate the sense of wonder).

For me, Free League game books seem particularly evocative of this sense. In truth, this thread was inspired by me dusting off my Symbaroum books and revisiting that world, which is one of the more sense-of-wonder-inducing game worlds I've come across. Forbidden Lands is also good for this, as is their sf game, Coriolis. I really like Dragonbane, but for whatever reason it doesn't quite evoke wonder like their other fantasy games (for me) - perhaps because it doesn't emphasize setting as much as the others. The One Ring too, but this is mostly due to the original Tolkien works (though Gareth Hanrahan has really done a good job giving a Tolkien-esque vibe).

Shadowdark has potential, but isn't steeped enough in a setting or story. perhaps the Western Marches setting will stimulate this.

Among past games, books from Talislanta, Rolemaster's Shadow World setting, Earthdawn, and Everway come to mind. And of course many D&D works, though for whatever reason this is more true of the older stuff for me - and perhaps mostly due to association from my childhood, and the wonder I felt when I first glanced through Deities & Demigods or Tomb of Horrors and dove into the gray box Forgotten Realms. Some of the OSR stuff inspires this, too. Lots of others, too, have inspired this feeling - but I don't want to water it down too much, and instead stick to the "main subjects" that come to mind.

But for me, right now, Symbaroum takes the cake, with honorable mention to Forbidden Lands.

What about you?
 

log in or register to remove this ad

For me, two immediately spring to mind:
  • Ultraviolet Grasslands - For both the art/aesthetic and for the weird content of that setting. It was the first time I'd really enjoyed that sort of "psychedelic whatever" that genre is.
  • Reach of the Roach God / A Thousand Thousand Islands - Also wonderful for both the art and writing. But it really hooks me because it's inspired by south Asian mythology far removed from my own experience. So I think it's very relatable by virtue of being so human and earthy, but also very culturally unfamiliar with lots to explore and ways to explore it.
There are others probably, but those are two relatively recent ones that pretty consistently suck me back in whenever I pick up the book.
 


As a kid: the Time of the Dragon boxed set. (ETA: And the Dragonlance Adventures hardcover, as I read it before I'd finished Chronicles or read Legends.)

Today/now, like @Mercurius, pretty much anything from Free League, but Vaesen and One Ring are the two I've most focused on collecting/most "move" me.

Then again, just show me the maps and the Bestiary in any system/setting, those are the things that I find evocative.

Edit to Add: I forgot DiTerlizzi's Planescape art truly evoked a "Sense of Wonder" (still does), and the Alien Kickstarter thread made me realize that the ORIGINAL Aliens Adventure Game book from '91 was actually very evocative--not the system, just the fluff--I never played it.
 
Last edited:


I too find that the sense of wonder is lacking in modern D&D - I’m not sure if it’s just my own nostalgia, or if it’s just all explored and non-mysterious now. I don’t think it’s that, however, because I also feel the way you do about Free League books. I think it’s that their books have a sense of place and take their time.
 


I’ve more often heard the term speculative fiction to bring together the various threads of sci-fi, fantasy, horror, etc.

I’m also a sensawunda junky. For me that feeling has almost always been limited to sci-fi novels. Particularly Golden Age through the New Wave and a bit into cyberpunk. But mostly the big famous sci-fi writers (Asimov, Clarke, Heinlein, Herbert, Niven, Pohl, etc) and a handful of New Wave writers (Philip K Dick, Ellison, etc).

I think it’s harder to find as you age simply because you’re exposed to more and more. The first time you encounter some big idea it’s way more impactful than the 73rd. Likewise, the more of those you come across the less there are. I do think they are limited in quantity. There’s only so many things that can make your eyes go wide and your brain spin with ideas.

That same sense of wonder has only been evoked a few times for me with RPGs.

Spelljammer. The setting is from top to bottom a kick in the head. It’s the kitchen sink to end all kitchen sinks. I loved pirates and Star Wars as a kid, so once I saw spelljammer my heart sang. You can go anywhere and do anything? It’s all connected. An endless open-world sandbox. I intellectually appreciated Planescape when it came out, but it never grabbed my imagination like Spelljammer, until…

Nentir Vale. Not for the setting itself, though I absolutely do love it, but rather the way 4E reworked the cosmology to make it all actually playable instead of endless realms of unusable and unplayable instant death. For some reason once I saw that change my brain backfilled Planescape and then it all clicked.

Changeling: The Dreaming. Nothing quite grabbed my imagination like Changeling. It was the perfect metaphor for the secret cabal of nerdy gamer kids who spoke in code no one else understood, saw the worlds in ways and with colors no one else could see, and the dangers of both diving too deep into the escapism and growing up. This was all reinforced even more by how unpopular the game was among the rest of the WoD line. A niche within a niche within a niche within a niche.

HeroQuest 2E. The abstract nature of the rules, the fact that anything could be a valuable trait, and by the gods…character creation in 100 words or less. Finally a game that fulfilled the promise of the supposedly open-ended nature of RPGs. Finally a game that delivered on the notion that you could make anything.

Shock: Social Science Fiction. Finally a game that could produce the kinds of New Wave sci-fi stories I loved so much. A toolbox for building your own setting and priming the world with tension points and axes of conflict.

Over the Edge 3E. The sheer lightness of the mechanics and how refined they are. The actual rules could fit on one side of a sheet of paper. But the setting. Holy crap. That setting. It’s like every kind of funhouse mirror jammed into one tiny setting. Like Sigil but for urban supernatural stories.

Honorable Mentions.

Clocks. In the form of 4E’s skill challenges, fronts from various PbtA games (especially Monster of the Week and Spirit of 77), and progress clocks from BitD. It took awhile to percolate and settle into a great usable subsystem, but holy hell is the idea of clocks a thunderbolt from the sky.

Return of the Lazy Dungeon Master. So many great ideas in such a small space.

The Game Master’s Book of Proactive Roleplaying. Excellent book that’s a revelation to some.

The last two are honorable mentions rather than full sensawunda books because I’d already come to many of the same conclusions as the authors from years of play. They both still had absolutely great stuff that was absolutely new to me. But it makes a bit of a difference when the whole books is amazing and new and sparks your imagination instead of 1/2 the book, or whatever.
 

D&D

1e Dungeon Masters Guide, particularly the Artifacts & Relics section!

2e Return to the Tomb of Horrors

3e Manual of the Planes

4e The Plane Above



13th Age - the sections about the Dragon Empire and the Eyes of the Stone Thief mega-adventure

Fourthcore - everything I read at the time, particularly Fane of the Heresiarch

Legacy: Life Among the Ruins - an Apocalypse engine game
(AW itself doesn’t “sense of wonder” me, but it is one of my favorite games.)

Night’s Black Agents - all the adventures READ fantastically (particular shout-out to The Persephone Extraction), though I am dubious about how well they play

Esoterrorists - the Worldbreaker mega-adventure - similar to the above, reads great, but the Gumshoe system fights against being used for high action

Shadow of the Demon Lord - the roughly 33% of the short supplements that are excellent and inspiring

Fate Core - various of the “Worlds of Adventure” short supplements. Also, Fate of Cthulhu seems awesome in a “punch Cthulhu in the face” sense (rather than the purist sense)



Edited to add:

From the d20 boom era, Mongoose’s Book of the Planes. Hit or miss, but when it hits, wow!
(Can you tell I like the planes?)

Trail of Cthulhu — The Armitage Files. Robins Laws is a mad genius.
 
Last edited:

  • Ultraviolet Grasslands - For both the art/aesthetic and for the weird content of that setting. It was the first time I'd really enjoyed that sort of "psychedelic whatever" that genre is.
  • Reach of the Roach God / A Thousand Thousand Islands - Also wonderful for both the art and writing. But it really hooks me because it's inspired by south Asian mythology far removed from my own experience. So I think it's very relatable by virtue of being so human and earthy, but also very culturally unfamiliar with lots to explore and ways to explore it.
I'd add at least some of the Troika stuff to those, as well as the recently released Painted Wastelands hexcrawl for OSE. All of Ben Laurence's Through Ultan's Door setting qualifies easily as well. The Tekumel and Glorantha settings evoke somewhat different feelings, but there's still a sense of wonder to be had - albeit less unearthly and more grounded. Chaosium's old Rogue Mistress campaign for Stormbringer also has the right vibe, although some of that may be nostalgia goggles. Numenara has moments when it reaches the same heights, although it's a bit hit-or-miss for me in that regard.
 

Trending content

Remove ads

Top