The cover on the 12 page PDF of the rules for Dawn of Worlds
The cover on the twelve page PDF of the rules for Dawn of Worlds.

Dawn of Worlds is an interesting game my friends and I have played a few times. The rules can be found at the website of Legends, the creator, if you’re interested.

Most games have a set goal to win the game. Having all the money in Monopoly, having the highest score in Scrabble, getting all your pawns home in Sorry, etc.

Dawn of Worlds is… different.

The game was designed not to be competitive or even really to be fun. The goal of the game is to create a fantasy world as a setting for a novel or a roleplaying campaign world.

My friends and I used this to create the world for our next campaign.

How does the game work? It’s really simply actually.

Each turn you get 2d6 points to spend on the world. There are ways to get bonus points as well.

The points are used to add things to the world or to influence already existing entities in the world. I can use my points to add a mountain range. On my next turn I could also use my points to infest the mountain range with dragons.

Everyone else is using their points to create or change things in the world as well.

The game has three ages. Different actions cost different amounts during the different ages.

The first age makes creating terrain features cheap and makes other actions expensive. You’re supposed to be building the physical world at this point.

The second age makes creating races and cities cheap. You build up a civilization during this age.

The third age makes changing races and cities cheap. The game encourages conflict between the players at this point.

The third age is probably the most interesting due to the conflict between parts, but this conflict is different than other games.

In Scrabble I fight with my opponent for the triple word score bonuses at the edge of the board.

In Dawn of Worlds, the conflicts aren’t really about having my civilization “win.” I just want a more interesting story for the game.

I found myself most often in conflict with one of my buddies whose internet name is Throgg. He developed a civilization of humans while I developed dwarves.

Throughout the whole game the humans and the dwarves fought. In the end neither side won the war, it was still ongoing when we ended the game.

Why would we end the game with the conflict unresolved?

Because that was the point! Now when we play D&D within the world there are issues threatening the peace and security of the world. Issues that our characters can attempt to solve, avoid, or survive.

Will our characters try to end the conflict between the dwarves and humans? Will they try to repel the undead scourge coming out of the north? Will they journey into the southern jungles looking for the first civilizations of the bird people?

We could eventually do all these things over a series of different campaigns. But Dawn of Worlds allowed us to create a world together with a history that we all know and had some impact on.

Gurutama is the name of the world we created. I think we’ll enjoy playing in Gurutama much more than in any other campaign world because it’ll no longer be a world where only the DM has the full picture. Now everyone will have some input.

I plan on posting more about Gurutama for awhile. The basics of the world were fleshed out in our playing of Dawn of Worlds, but there are many specifics to still fill in. I’m going to use this blog as a tool for writing down those specifics and getting input from the general public as well if there is any input to give.

That’s all for now!

-Mister Ed

One response to “Dawn of Worlds”

  1. Setting the Stage Episode 37 – Adam and Halfway to Heroes – GoCorral Avatar

    […] group’s use of Dawn of Worlds on this blog ten years ago. You can take a look at those posts here and here, and the final product, […]

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

84 – Horseback Riding D&D Camp (Michael and SaddleSnaps) Setting the Stage, Campaigns for D&D and Other RPGs

Michael tells us about a D&D horseback riding experience at SaddleSnaps! The Chicago-based stable hosted a weekend camping, horseback riding, and D&D event. About 50 players came from across the country for this new experience. During the event, the players were split up into three groups. Each of the groups engaged in the "Exploration" and "Social Interaction" pillars of RPGs as a LARP. They used horses to go out on rides around the area to find clues to a developing mystery. After returning to their base camp they'd set up around tables for the D&D "Combat" pillar. Michael was the main DM of the adventure along with lots of support DMs and NPC actors helping him out.SaddleSnaps is planning to do more rides like this in the future, both single day rides as well as full weekend campouts like this first one. There are evening rides every Thursday for the rest of July 2026 with more to come in future months. You can check out everything about SaddleSnaps on their website.Michael has his own website for his RPG resources called Paragon Provisions that you can check out as well.Michael also runs his own Discord server that you connect with him on if you'd like to keep up with all the cool D&D stuff he's doing.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 84 – Horseback Riding D&D Camp (Michael and SaddleSnaps)
  2. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  3. 82 – Tarot Ghosts (George and Fears & Fortunes)
  4. 81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica)
  5. 80 – Dynamic RPG Countries (Travis and Tetara)