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General Tabletop Discussion
*Dungeons & Dragons
D&D as a Post-Apocalyptic Wasteland
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<blockquote data-quote="Nagol" data-source="post: 7812257" data-attributes="member: 23935"><p>Depends on how recent the apocalypse is.</p><p></p><p>During the apocalypse: 0 - 1 generations: primary consideration: living until tomorrow</p><p>Recent post apocalypse: 1 - 5 generations: primary consideration: scrabbling for necessities to rebuild; scrapping with next village</p><p>Old apocalypse: 4 - 10 generations: primary consideration: rebuild, reclaim, scrapping with next county</p><p>Very old apocalypse 10+ generations: primary consideration: find opportunities, scrapping with other nascent states</p><p></p><p>In Greyhawk, for example, it's been about 50 generations since the Invoked Devastation. Long enough that people have been told of it, but no one really understands what went on, critical infrastructure has been built, new cities founded, wealth and populations rebounded.</p><p></p><p>It's not post-apocalyptic in genre, but it uses the tropes to provide ancient ruins to explore -- those created during the devastation and other created by other powers in the interregnum and treasures to find -- things that can't be reconstructed or whose cost would be more too prohibitive to comtemplate.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7812257, member: 23935"] Depends on how recent the apocalypse is. During the apocalypse: 0 - 1 generations: primary consideration: living until tomorrow Recent post apocalypse: 1 - 5 generations: primary consideration: scrabbling for necessities to rebuild; scrapping with next village Old apocalypse: 4 - 10 generations: primary consideration: rebuild, reclaim, scrapping with next county Very old apocalypse 10+ generations: primary consideration: find opportunities, scrapping with other nascent states In Greyhawk, for example, it's been about 50 generations since the Invoked Devastation. Long enough that people have been told of it, but no one really understands what went on, critical infrastructure has been built, new cities founded, wealth and populations rebounded. It's not post-apocalyptic in genre, but it uses the tropes to provide ancient ruins to explore -- those created during the devastation and other created by other powers in the interregnum and treasures to find -- things that can't be reconstructed or whose cost would be more too prohibitive to comtemplate. [/QUOTE]
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D&D as a Post-Apocalyptic Wasteland
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