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Apocalyptic Settings and Breaking Settings
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<blockquote data-quote="The Grumpy Celt" data-source="post: 4433051" data-attributes="member: 1019"><p>I disagree. Giving these established setting an apocalyptic treatment is not about creating new opportunities. It is about breaking things. </p><p></p><p></p><p></p><p>This, the destruction of a setting, <u>attracts that very kind of mentality.</u> An apocalyptic treatment of a setting draws that kind of mentality like nothing else. </p><p></p><p></p><p></p><p>Amen. Why bother in deed. It makes the only real barometer of success simply looting, pillaging, killing and whoring. Let everyone else die and Rome burn. So much for any maturation of gaming…. </p><p></p><p></p><p></p><p>I’m not talking about <em>Dark Sun</em> or the original <em>Dragon Lance</em> or <em>Exalted</em> or <em>Scarred Lands</em>. Those were both designed from the inception to be to post-apocalyptic settings. It was a further apocalyptic treatment that was objectionable. </p><p></p><p></p><p></p><p>I wouldn’t limit it to bad GMs. Life is ugly and people are nasty. </p><p></p><p>People enjoy hurting each other (even if they can only do it in small and petty ways) like nothing else in life and will do it if given any kind of opportunity. If not given an opportunity to hurt others, then people will create opportunities. They ignore what others want to impose what they want on others, by hook or by crook and draw deep emotional satisfaction if this requires hammering square pegs into round holes. After all, that means they defeat (and maybe broke) both the person and the situation. Some people simply manage to contain this aspect of their nature and some do not contain it. The people who do not, or cannot, contain this aspect of their natures like the apocalyptic treatment. </p><p></p><p>That is what people do.</p><p></p><p>That is what people are.</p><p></p><p>I have witnessed nothing in my life that would make me believe anything else – and no one here has come close to making a convincing counter argument.</p></blockquote><p></p>
[QUOTE="The Grumpy Celt, post: 4433051, member: 1019"] I disagree. Giving these established setting an apocalyptic treatment is not about creating new opportunities. It is about breaking things. This, the destruction of a setting, [u]attracts that very kind of mentality.[/u] An apocalyptic treatment of a setting draws that kind of mentality like nothing else. Amen. Why bother in deed. It makes the only real barometer of success simply looting, pillaging, killing and whoring. Let everyone else die and Rome burn. So much for any maturation of gaming…. I’m not talking about [i]Dark Sun[/i] or the original [i]Dragon Lance[/i] or [i]Exalted[/i] or [i]Scarred Lands[/i]. Those were both designed from the inception to be to post-apocalyptic settings. It was a further apocalyptic treatment that was objectionable. I wouldn’t limit it to bad GMs. Life is ugly and people are nasty. People enjoy hurting each other (even if they can only do it in small and petty ways) like nothing else in life and will do it if given any kind of opportunity. If not given an opportunity to hurt others, then people will create opportunities. They ignore what others want to impose what they want on others, by hook or by crook and draw deep emotional satisfaction if this requires hammering square pegs into round holes. After all, that means they defeat (and maybe broke) both the person and the situation. Some people simply manage to contain this aspect of their nature and some do not contain it. The people who do not, or cannot, contain this aspect of their natures like the apocalyptic treatment. That is what people do. That is what people are. I have witnessed nothing in my life that would make me believe anything else – and no one here has come close to making a convincing counter argument. [/QUOTE]
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