Worldbuilding With Tables
Reading through Perilous Wilds and Slumbering Ursine Dunes, I've started to form some ideas for how to address my frustrations with Dungeon World. One way role-playing games express the character of their respective worlds is through encounters. The party is given an opportunity to engage with some other person or creature. Sometimes, the subject of the encounter is a proper noun, like the principle antagonist of a written adventure. Others times, we're dealing with common nouns, the conventional fodder of the setting or scenario, usually summoned up by rolling a die and consulting a table.
It's the potential of those tables that I find interesting. As noted previously, my goal is to inject more specificity into the game world. The proper nouns might seems like the most obvious vehicle for that. They talk. They recur. They follow their own agendas and have names that conjure fictitious languages. They're better developed qua character — or, at least, they should be. But it occurs to me that you can do just as much worldbuilding by designing thoughtful tables for random encounters. Indeed, table design may even be better for worldbuilding.
For my purposes, what's left off is almost as important as what's included. The DW rulebook includes a catalog of monsters. A GM could very easily number the entries and use the section as a table for rolling random encounters. It's even sorted by environment. But the list is a hodgepodge of elements, compiled mostly from the greatest hits of other RPG settings. Each on its own may deliver that small jolt of enthusiasm we demand from genre adventures, but all thrown together they're a hodgepodge. Rather than a thematically cohesive world, what they suggest is, well, Dungeons & Dragons, and since this is not D&D, it often feels generic. Throwing in bespoke creatures is one way to assert an identity, but unless it's accompanied by a process of winnowing away the vestiges of other games, that identity is apt to get lost.
Just as importantly, building the world this way goes a long way toward preserving the flexibility of a game like DW. Yes, I'm talking about prepping stock creatures for encounters, but because they're the common nouns of the game world, they can be deployed randomly, as part of the process where you “play to find out what happens.”