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City-States of Adventure

Argyle King

Legend
"A different thread is something I'll likely do later on, after I look at some of the suggestions people have offered throughout this thread.

For now, my short elevator pitch would be something like Ptolus, but either fully embracing magi-tech (airships, machines, and such) OR closer to heroic-tier sword & sorcery -rather than the middle of the road mix of fantasy and sci fi. Preferably for games that I currently play." ~me

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Well, let's get to the point; this is "a different thread..."

As part of the ongoing discussion about Goodman Games and their recent product announcement, I asked if there were comparable products available.

What do I feel that a comparable product would look like?

•A city or city-state based setting with detail and quality meeting at least what would be found in City-State of the Invincible Overlord.
Preferably for DCC (but currently not Lankmar,) but I am also open to GURPS and a few other systems.
•Preferably not for D&D 5E, but I'm interested in products that have both a 5E version and a something-else version.
•I like a lot of things about Ptolus, but I would prefer something that either
a) more-fully embraces the magi-tech and sci-fi elements and goes whole hog with airships and all that jazz OR
b) more-fully embraces heroic-tier sword & sorcery
•If it's for a system that I currently don't play, I'm potentially open to other things, but would lean toward preferring games that better support breadth of play rather than being as heavily-married to the usual linear & vertical number stacking of contemporary D&D. I'm not opposed to leveling up and stuff like that, but it would be nice to be able to play more than a few levels before the logic of the setting falls apart when compared to the capabilities of the PCs and antagonists.


What do you feel might fit at least some of that?
 

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Off the top of my head:

Magical Industrial Revolution, which is a city undergoing rapid magi-tech development. As written, the various magical technologies each risk destroying the city eventually by various magical cataclysms (the setting is billed as a "pre-apocalyptic setting"), but it would be trivial to just cap the magical developments before they reach the endgame stage (they have an escalating series of tech levels that eventually get way out of hand). It's an OSR setting, but is essentially systemless (you'll need to make up some of the crazy spells generated by random tables no matter what) and a lot of the setting is filled in by random tables. It could easily accommodate GURPS, and although it's a bit more civilized than most DCC settings, it mostly works for it too. (Religion and clerics don't play a major role there, and the magi-tech folks aren't suffering from corruption in the setting as written.)

The City of Great Lunden, in the Midderlands, is a detailed grubby fantasy setting based on London that would tonally and mechanically fit well with DCC. The entire setting is undergoing a weird slow-motion, green-tinted magical apocalypse with weird and dangerous crap especially coming out at night. There's also a book of Lunden adventures, which always helps. The Midderlands were originally written for Swords & Wizardry/OD&D, but they have some books in 5E. Either one would be easy to convert to DCC, IMO, since a lot of monsters are unique to the setting and DCC already has the tools to build weird creeps.

For more heroic stuff, the recent City of Arches is a setting that explicitly allows you to bring anything into the setting, through a series of magical arches connecting to other worlds where most people passing through them (the first time only, I think) get their memory wiped, meaning you can have whatever crazy stuff your players want all in the same group without it breaking the setting. It's written for 5E, but as far as I know, is pretty close to system neutral, so you can just use DCC or GURPS with it. GURPS would be especially fun, since there's the possibility of using all the crazy GURPS supplements that your players have pined to use for a long time, but have never been able to shoehorn into more standard settings. I don't think it's as detailed as you're looking for here -- it's definitely no Ptolus -- but is intentionally designed to let you improv stuff on the fly. Pair it with a book full of good generators like Worlds Without Number and you should be able to fill in the blanks on the fly.
 
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So my only thought regarding Ptolus is if you went back and looked at Monte Cook’s 3e material under Malhavok Press, there is a lot of magitech, chaos magic, and just general cool stuff there and all of it was assumed to have been part of Ptolus since that was his primary setting at the time where he playtested it. The issue is that it’s probably only really useful for the lore at this point because it is 3e and a lot of it hasn’t been updated to 5e.
 






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