Chaosium’s licensing of its Basic Roleplaying-powered RPGs, as has been chronicled by Shannon Appelcline, has allowed BRP and its predecessors and derivatives to have an outsized impact on both the RPG industry and the global hobby. For instance, Call of Cthulhu is very big in Japan, to the point where back in the bad old days of the mid-to-late 2000s when Chaosium was circling the drain a little the Japanese royalties helped keep the lights on. Games Workshop put out their own lavishly-produced hardcover editions of RuneQuest, Call of Cthulhu, and Stormbringer in the UK, games which not only shaped the distinctive outlook of the British roleplaying scene but also became major influences on the early days of Warhammer Fantasy Roleplay in when it comes to system, setting, and scenarios.
And then there’s Sweden, where a Chaosium licensor effectively created the Swedish-language RPG industry wholesale. Interestingly, the story here doesn’t begin with any of Chaosium’s seminal hits – instead, it begins with Worlds of Wonder, an interesting little experimental product which was more of a proof of concept than the heart of a major product line when Chaosium put out its original English-language version.

Worlds of Wonder was, in essence, the next step on from the original Basic Roleplaying pamphlet in the journey towards making BRP a true generic system, a process whose most recent iteration has been the ORC-powered hardcover rerelease of the big Basic Roleplaying design-your-own-game handbook. In the box you got the Basic Roleplaying pamphlet to cover the core system concepts and three little booklets applying those principles to different genres – Magic World for fantasy, Future World for science fiction, and Superworld for superheroes.
There was also a desultory amount of material – four pages and a map, essentially – describing the city of Wonder, which was a sort of cross-genre dimensional meeting spot to allow for travel between the settings, but that’s not the bit of this boxed set that was particularly influential; what made Worlds of Wonder interesting was that it was a very early pass at creating a truly generic RPG. Each of the genre booklets was only 20-ish pages long, so we aren’t talking about particularly deep or well-resourced explorations of any of these genres, but there was enough there to at least tinker and experiment with and get a taste for the genres involved.
Continue reading “Dragonbane: It’s Old School, But Not As the Anglosphere Knows It”

