So this thread idea builds on a post by
@Nagol in a different thread ...
(also h/t
@Elfcrusher and
@Tony Vargas )
Specifically, the concept of D&D as post-apocalyptic wasteland.
MAX MAD FOR THE WIN! THUNDERDOME!
ahem.
So, the original snipped that prompted this thread was an explanation for what Nagol wants when they are deciding to play D&D, and they responded with:
I want a game world that is effectively post-apocalyptic -- where the best things need to be recovered, not constructed.
This concept resonated with many of us; Elfcrusher chimed in with:
I was even just thinking more generally that worlds in which nobody in the present can replicate the mysterious (magical?) achievements of the past...are appealing to me. Whether that's the Third Age of Middle Earth, or post-Roman Britain in Bernard Cornwell's novels, or the lost glory of the Jedi order.
And Tony Vargas added:
May be referring to the earlier takes on settings, and on the nature of items? I'm not sure when - it already seemed to be happening a lot when I started - we got this idea that today's magic-users need to be able to make any magic item, when, in genre, the distant past was often a pinnacle of magical power or a golden age. The genre's full of stuff like that: Tolkien's Ring and named glowing swords and Palantirs are essentially artifacts of the ancients. Artifacts/Relics were always part of the game. Greyhawk had empires destroyed by war or disaster in the past. Heck, even PoL fits that kind of theme, right up to (to my personal annoyance) the domains of the gods.
So I am throwing this out for general conversation, since this is an idea I've kind of thought about before, but never in a truly systemic way.
Do you view D&D play (or at least the way you play D&D) as similar to many of the tropes and themes that you associate with typical post-apocalyptic settings?
How do you feel that the concepts of scarcity and post-apocalyptic settings, in general, have been incorporated into the general D&D mythos?