It's the End of the World As We Know It: Apocalyptic Campaign Settings

Your Campaign Setting and the Apocalypse:

  • Pre-Apocalypse: the Apocalypse is about to happen

    Votes: 3 12.5%
  • Mid-Apocalypse: the Apocalypse is happening now

    Votes: 5 20.8%
  • Post-Apocalypse: the Apocalypse has already happened

    Votes: 10 41.7%
  • No Apocalypse: there has never been, nor ever will be, an Apocalypse

    Votes: 6 25.0%

When I first started playing D&D, just about every adventure was Pre-Apocalyptic--we were on a mission to save the world from a terrible fate. But now, Post-apocalyptic stories are in style...nearly every fantasy novel or movie now has themes of rebuilding, rebirth, renewal, and resistance. The world already ended years ago, and now the heroes have no choice but to pick up the pieces and survive. My home campaign is no exception.

In my home campaign, the Known World is a ring of islands thousands of miles across: the only land in this massive aquatic world sits on the edge of a vast, underwater crater of unfathomable depth. What happened, and when, and why, have never been fully explained. Arcanists say a portal to the Elemental Plane of Water was opened, and flooded the earth. Deists say that the old gods destroyed the world to punish mankind for their sins. Artificers say that a great artifact of terrible power was detonated. Scientists say that a massive asteroid smashed into the planet.

Scattered ruins and artifacts offer a few meager clues. My players haven't pieced together what happened, but they have learned a bit about when: whatever it was, it happened 11,000 years ago. This was a big deal, because most scholars had assumed it had happened a lot more recently.
 
Last edited:

log in or register to remove this ad

I never, ever use "the heroes have to save the world" as a plot device. I think it has diminishing returns, and it is much better to raise the stakes by building the plot out of the character's backstories and relationships. Stakes come from emotional investment, not from ever larger catastrophes (this is a lesson that seems to have become lost on the current MCU).

I find many post-apocalytic settings kind of cliched. I don't mind if it was a catastrophic even some time past, but I don't think, say, Exandria counts as a "post-apocalyptic" setting because the Calamity once happened (similarly, I would not call post-Genesis Earth in the Bible a "post-apocalyptic" setting.
 
Last edited:


I would say my campaigns are usually either pre or no apocalypse with plots that could result in apocalypse or no apocalypse.

My mashup setting uses a bunch of prior apocalypses as past history to give a bunch of Conan style rise and falls of prior civilizations with things like Freeport’s Yig and Hastur manifestation clash that destroyed Valusia, Golarion’s Earthfall of aboleth meteor strike, The Scarred Lands titans versus gods war, Eberron’s ancient apocalypses, and Oerth’s Twin Cataclysms as things I can draw upon as desired.

Mostly the adventure paths I run are a bit smaller stakes for the world, though big potentials do sometimes lurk such as manifesting a Great Old One.
 

My characters have finally hit the level where I was able to start the end of the world clock for the Ptolus setting. They have less than an in-game year to figure out what all the vague prophecies are about, locate the (conveniently located!) threat and take it on before it can fully manifest.

In a dirty trick by Monte Cook, that apocalypse will likely come right after they avert an entirely different apocalypse and forever change the world. I do look forward to everyone realizing that they still have a world to save. But they'll be level 20 and, if the prior apocalypse goes as expected, will have access to resources that haven't ever been available to anyone in the planet's history, so I'm expecting full-on gonzo fireworks.
 

My current campaigns are:
  1. D&D set on Oerth, and the PCs are tangled up with the machinations of the Scarlet Brotherhood is southern Keoland
  2. Shadowrun set in the Sixth World of 2078, where the PCs are doing crimes, hooding, and (right now) heading for a showdown with a personal enemy.
It's D&D and the Sixth World, so technically, an apocalypse is a possibility, but neither campaign is about saving the world. At least not yet; the D&D game might grow into that, but it might not.
 

Pre-Apocalypse is definitely the common one for me, but that's mostly because my main game is probably Call of Cthulhu, where "the end is nigh, but you might still have a shot at delaying it" is the default.

But I chose No Apocalypse, because I'm starting to prefer lower-stakes stories where things are stable on the macro scale. (Because that's the REAL fantasy, these days...)

Sure, the village might go bust if you can't get the goblins out of the platinum mine, but said goblins aren't in there summoning the Elder Things to bring about the "Epoch of Chaos" or whatever. Nor are the ones paying them to hold the mine planning anything so grand. Maybe a coup of local dukedom, if they're feeling REALLY bold.
 

Remove ads

Top