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D&D as a Post-Apocalyptic Wasteland
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<blockquote data-quote="ninjayeti" data-source="post: 7812272" data-attributes="member: 6789120"><p>I think "apocalypse" implies a sudden, complete collapse rather than general decline of knowledge and civilization. I've never heard the fall of Rome referred to as an apocalypse or the middle ages as post-apocalyptic.</p><p></p><p>I'd say the two hallmarks of post-apocalyptic fiction are:</p><p></p><p>1) complete collapse of society and institutions. There is no government, no military, no corporations or guilds. At best you have a village or tribe to help you but beyond that you are on your own. Other civilized settlements may just be rumors, but at best they are long and dangerous journeys to reach. </p><p></p><p>2) the objective of adventuring isn't wealth or glory but survival and the acquisition of basic supplies: food, water, bullets, gas, etc. </p><p></p><p>With a fantasy environment you can do some fun stuff with #1, but #2 is more problematic. Even in a "magic as technology" setting like Eberron a typical rural village is going to be largely self sufficient: they likely grow their own food, have a reliable water supply, have a blacksmith to make basic weapons, etc. Things like medicine, gas, bullets, water purification chips don't really work as objectives. Even if you assume a village has no food or water it is harder justify adventuring for a solution as you aren't going to find a stash of MREs or a water tanker truck in most fantasy environments. "Our well is contaminated but I think the temple a few villages away has a Decanter of Endless Water" doesn't feel like a compelling plot. </p><p></p><p>So if I was doing a fantasy post apocalypse I would focus on #1: the PCs need to find the remaining pockets of civilization, set up trade and mutual defense, and create new institutions to face the challenges of the new era. It would lack many of the tropes typically associated with post-apocalypse fiction, but it would still pose distinct challenges from a standard fantasy game.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 7812272, member: 6789120"] I think "apocalypse" implies a sudden, complete collapse rather than general decline of knowledge and civilization. I've never heard the fall of Rome referred to as an apocalypse or the middle ages as post-apocalyptic. I'd say the two hallmarks of post-apocalyptic fiction are: 1) complete collapse of society and institutions. There is no government, no military, no corporations or guilds. At best you have a village or tribe to help you but beyond that you are on your own. Other civilized settlements may just be rumors, but at best they are long and dangerous journeys to reach. 2) the objective of adventuring isn't wealth or glory but survival and the acquisition of basic supplies: food, water, bullets, gas, etc. With a fantasy environment you can do some fun stuff with #1, but #2 is more problematic. Even in a "magic as technology" setting like Eberron a typical rural village is going to be largely self sufficient: they likely grow their own food, have a reliable water supply, have a blacksmith to make basic weapons, etc. Things like medicine, gas, bullets, water purification chips don't really work as objectives. Even if you assume a village has no food or water it is harder justify adventuring for a solution as you aren't going to find a stash of MREs or a water tanker truck in most fantasy environments. "Our well is contaminated but I think the temple a few villages away has a Decanter of Endless Water" doesn't feel like a compelling plot. So if I was doing a fantasy post apocalypse I would focus on #1: the PCs need to find the remaining pockets of civilization, set up trade and mutual defense, and create new institutions to face the challenges of the new era. It would lack many of the tropes typically associated with post-apocalypse fiction, but it would still pose distinct challenges from a standard fantasy game. [/QUOTE]
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