Creating Imaginary Places For Real People – Wonderplace Alpha

“If there’s one thing we’ve tried to teach people in Doom, it’s that if you’re breaking into a cursed high-tech maze, and you see unidentified liquids in mysterious flasks, you should drink them. Ditto a chicken leg that’s been buried in a wall for 30 years.”
-Sandy Peterson, “Doom” and “Call of Cthulhu the RPG” designer

Step into a captivating discussion with visionary creators who design extraordinary worlds for those who embrace the unconventional. Inspired by Sandy Petersen’s playful wisdom from Doom, this panel explores the art of crafting imaginary places—think enchanted labyrinths, futuristic hideouts, or whimsical realms—tailored to adventurous and unique spirits. Join writers, artists, game designers, and more as they reveal the joys and challenges of building spaces for an audience that delights in the unexpected. From the spark of inspiration to the thrill of connecting with their fans, our panelists will share their creative journeys and insights. This is your chance to hear their stories, ask questions, and celebrate the magic of places made for the wonderfully unusual.

  1. Inspiration from the Unusual:
    • “What’s the most unexpected source of inspiration you’ve found for creating an imaginary place, and how did it shape your work for your unique audience?”
    • Discussion: Explore how real-world oddities—like a strange artifact, a peculiar person, or an offbeat location—turn into fantastical settings.
  2. Defining the ‘Unusual’ Audience:
    • “Who are the ‘unusual people’ you create for, and how do they influence the worlds you build?”
    • Discussion: Dive into the traits of their fans—adventurous, quirky, rebellious?—and how those qualities drive the design of a place, from its tone to its details.
  3. A Favorite Creation:
    • “Tell us about one imaginary place you’ve crafted that you’re especially proud of—what makes it a perfect fit for your unusual crowd?”
    • Discussion: Let panelists paint a vivid picture of a specific world (e.g., a haunted asteroid saloon, a forest of living clocks) and why it resonates with their audience.
  4. Risk and Reward:
    • “Sandy Petersen talks about drinking mystery liquids and eating ancient chicken—what’s a creative risk you’ve taken in your world-building that paid off big?”
    • Discussion: Reflect on bold choices—like bizarre rules, unconventional aesthetics, or daring interactivity—that surprised even themselves with their success.
  5. Balancing Weird and Welcoming:
    • “How do you make a place strange enough to thrill the unusual, yet inviting enough to pull them in?”
    • Discussion: Unpack the tightrope between pushing boundaries and keeping a world relatable—think accessibility in a labyrinth of oddity.
  6. Audience Reactions:
    • “What’s the wildest or most memorable reaction you’ve gotten from someone exploring your imaginary place?”
    • Discussion: Share funny, touching, or downright weird stories of how fans have embraced (or misinterpreted!) their creations.
  7. Tools of the Trade:
    • “What’s one technique or trick you use to bring an imaginary place to life for your audience—something they can feel, see, or step into?”
    • Discussion: Compare methods—vivid prose, immersive sound, tactile art—and how they hook the unconventional mind.
  8. Challenges of the Craft:
    • “What’s the toughest part about creating worlds for people who crave the strange, and how do you overcome it?”
    • Discussion: Tackle hurdles like over-the-top expectations, niche appeal, or keeping the spark alive across projects.
  9. The Joy of Connection:
    • “What’s it like seeing your unusual people—your readers, players, visitors—step into the places you’ve made for them?”
    • Discussion: Capture the emotional payoff when a world clicks with its audience, from quiet nods to full-on fandom.
  10. Advice for Aspiring Creators:
    • “If someone wants to start building imaginary places for the unusual, what’s one piece of advice you’d give them to get started?”
    • Discussion: Wrap up with practical or philosophical tips—encouraging the next wave of weird-world makers.

Madeline’s Vastly Over-Eclectic Grand-And-Not-So-Grand Steampunk Ball

“The known is finite, the unknown infinite; intellectually we stand on an islet in the midst of an illimitable ocean of inexplicability. Our business in every generation is to reclaim a little more land, to add something to the extent and the solidity of our possessions. And even a cursory glance at the history of the human race shows that this has been the case—that every step in advance has been a step into the light.”
-Thomas Huxley

Prepare to be whisked away into a night of unparalleled revelry at our Not Necessarily Grand Steampunk Ball—a semi-spectacle of Victorian elegance, futuristic whimsy, nerds in sweat pants (we’re talking to you, Jeff Mach) and pulsating beats that defy the very fabric of time! Held in a magnificently adorned chamber (crafted with boundless imagination and a shoestring budget), this is no mere gathering—it’s a portal to an alternate era where steam reigns supreme and all are invited to join the dance.

At the heart of this extraordinary evening is the legendary DJ Ozno, the Original Time-Traveling Steampunk DJ, whose mastery of sound spans HOUSE, TRANCE, DUBSTEP, and beyond. Known for electrifying crowds at the Big River Steampunk Festival—America’s grandest outdoor steampunk celebration in Hannibal, Missouri—DJ Ozno doesn’t just spin tracks; he conjures an atmosphere, blending beats with a flair that’s as boundless as a rip in the chronosphere. Expect a sonic journey that’ll have gears grinding and corsets swaying!

YOU can wear what you want. Steampunk or otherwise, complicated or simple. (But please do wear clothing, unless you’re an otter.) Our cast of steampunk luminaries will dazzle in resplendent attire—think top hats towering like smokestacks, gowns glittering with brass and grit, and goggles gleaming with untold stories. But fear not, for this ball is a haven for all—whether you arrive in full regalia, a humble vest-and-trousers combo, or whatever your wardrobe whispers to you. From seasoned airship captains to curious first-timers, every soul is welcome to revel in the magic.

The room may be humbly decked, but the spirit is grand—draped in thrift-store treasures, twinkling lights, and a dash of DIY ingenuity that screams steampunk soul. This is your chance to dance, mingle, and lose yourself in a night where the ordinary meets the extraordinary. So polish your boots, adjust your monocle (or not!), and step into the Grand Steampunk Ball—where the only rule is to embrace the wonder!

Slay The Dragon

Slay The Dragon!


Dive into the adrenaline-pumping world of the “Slay The Dragon Axe Throw” at Wonderplace Alpha, where the thrill of the throw meets the allure of fantasy. This isn’t just axe throwing; it’s an epic battle against mythical foes in a setting that transports you from the everyday into realms of legend. Or at least, the satisfaction of hurling edged weapons at representations of giant flying lizards. (Flight not inclided.)

Every throw here is a chance to prove your mettle, to become part of the saga where every participant is both hero and warrior. The atmosphere is charged with the camaraderie of fellow adventurers, the clang of steel, and the roar of applause. Safety is paramount, with expert guidance ensuring every throw is as safe as it is exhilarating. Please aim at the Dragon.


“Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed.”

— G.K. Chesterton