Pretty much all fantasy settings I know, no matter if used for RPGs, books or movies, have one thing in common.
In the past there was a big, powerful, much more knowledgeable (and magical) empire which fell and people are looking for artifacts from that time. Ok, maybe Conan doesn't have this background, but I do not know enough about it to be sure.
This theme also gets used quite often in Science Fiction. And there are several reasons for why it is so popular. It mimics the real world (at least the medieval times which is the time which corresponds most to most fantasy settings, being build upon the ruins of the roman empire) and having a powerful and destroyed kingdom gives an explanation where all those dungeons come from and why all the "good stuff" is found inside those trap filled, monster infested dungeons instead of the manufactories of the great cities. Besides, many people seem to have a fascination for the past, so why not make the past "good"?
With that in mind I would like to ask if someone runs a fantasy game where this is not the case. A setting where the present has completely (or nearly so) eclipsed the past which does not hold any more ancient, forgotten secrets and where the artifacts of old are at best only 2nd rate compared to what can be created anew (not everywhere of course). How does adventuring in such a world look like (of course there is always politics)? And have you noticed if such a setting promotes a different tone or feel, intended or not, than from setting which does have old, fallen empires?
In the past there was a big, powerful, much more knowledgeable (and magical) empire which fell and people are looking for artifacts from that time. Ok, maybe Conan doesn't have this background, but I do not know enough about it to be sure.
This theme also gets used quite often in Science Fiction. And there are several reasons for why it is so popular. It mimics the real world (at least the medieval times which is the time which corresponds most to most fantasy settings, being build upon the ruins of the roman empire) and having a powerful and destroyed kingdom gives an explanation where all those dungeons come from and why all the "good stuff" is found inside those trap filled, monster infested dungeons instead of the manufactories of the great cities. Besides, many people seem to have a fascination for the past, so why not make the past "good"?
With that in mind I would like to ask if someone runs a fantasy game where this is not the case. A setting where the present has completely (or nearly so) eclipsed the past which does not hold any more ancient, forgotten secrets and where the artifacts of old are at best only 2nd rate compared to what can be created anew (not everywhere of course). How does adventuring in such a world look like (of course there is always politics)? And have you noticed if such a setting promotes a different tone or feel, intended or not, than from setting which does have old, fallen empires?