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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9655666" data-attributes="member: 11760"><p>Off the top of my head:</p><p></p><p><a href="https://www.enworld.org/threads/lets-read-magical-industrial-revolution.675439/" target="_blank">Magical Industrial Revolution</a>, 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.)</p><p></p><p>The <a href="https://monkeyblooddesign.co.uk/product/the-city-of-great-lunden-book/" target="_blank">City of Great Lunden</a>, in the <a href="https://monkeyblooddesign.co.uk/product-category/the-midderlands/" target="_blank">Midderlands</a>, 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 <a href="https://monkeyblooddesign.co.uk/product/adventures-in-great-lunden/" target="_blank">book of Lunden adventures</a>, 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.</p><p></p><p>For more heroic stuff, the recent <a href="https://shop.slyflourish.com/products/the-city-of-arches" target="_blank">City of Arches</a> 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 <a href="https://www.dmsguild.com/product/348809/Worlds-Without-Number-Free-Edition" target="_blank">Worlds Without Number</a> and you should be able to fill in the blanks on the fly.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9655666, member: 11760"] Off the top of my head: [URL='https://www.enworld.org/threads/lets-read-magical-industrial-revolution.675439/']Magical Industrial Revolution[/URL], 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 [URL='https://monkeyblooddesign.co.uk/product/the-city-of-great-lunden-book/']City of Great Lunden[/URL], in the [URL='https://monkeyblooddesign.co.uk/product-category/the-midderlands/']Midderlands[/URL], 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 [URL='https://monkeyblooddesign.co.uk/product/adventures-in-great-lunden/']book of Lunden adventures[/URL], 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 [URL='https://shop.slyflourish.com/products/the-city-of-arches']City of Arches[/URL] 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 [URL='https://www.dmsguild.com/product/348809/Worlds-Without-Number-Free-Edition']Worlds Without Number[/URL] and you should be able to fill in the blanks on the fly. [/QUOTE]
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