Tuesday, October 19, 2021

Why Are So Many Settings Post-Apocalyptic?

Folks who've been following my expansions for Sundara: Dawn of a New Age have noted several things about my setting that seem to buck the trend for a lot of other worlds we play in. For example, I'm doing everything I can to eliminate the idea of non-human characters all being part of religious and cultural monoliths by introducing a wider variety of cultures, physical adaptations, and faiths into the world. I'm foregoing the idea of national and even racial identities (which are surprisingly modern constructs), and focusing more on localities, clans, tribes, and a world in the smaller-scale. I'm including a lot of unique "period" technology, ranging from the dragon steel of Ironfire (a version of pattern-welded "Damascus" steel), to the wind catchers used for air conditioning in the towers of Silkgift.

But I realized something else that I did without even thinking about it, specifically because it's confused a lot of players used to traditional settings who are reviewing Sundara; namely they're under the impression that this is a young world, or that folks are playing during the golden age of this setting.

Young world? Not so much...

While several of the cities I've written guides for are only a hundred to a few hundred years old, Sundara is by no means a young world. Folks who checked out Archbliss: City of The Sorcerers (for either Pathfinder Classic or DND 5E) have seen that this floating city has been going strong for millennia. Moüd, pictured above, has only been recently re-inhabited, because the city was abandoned centuries ago due to a catastrophe that took an entire guild of modern necromancers to get under control until the place was habitable again. The cultures being released in my Species of Sundara books (particularly the ones for the elves and the dwarves) didn't just appear overnight; that kind of development takes a long time.

The longer I thought about what is giving this impression, though, the more I realized there's another relic of Tolkien's famous tales that made its way into our games without us really remarking on it. Because almost every setting I've ever played in has been a post-apocalyptic setting, or one that's in the middle of a Dark Age... and that's something I just didn't want to do when it was time to make my own world.

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And The World Fell Under a Shadow (Every Time)


One of the central themes of Tolkien's Lord of The Rings is that the world is in a dark place. Men have grown weaker and weaker, and amazing places and peoples have fallen into ruin, or been utterly forgotten. There is corruption everywhere, and the world is slowly approaching its last gasps. There are still some pinpricks of light where elder races preserve relics from the days of glory, but it is a dank, dreary, deadly world that has entered a twilight... basically a slightly more hopeful version of Dark Souls if you read between the lines.

And this is the same model so many, many RPG settings follow. All you need to do is look at the loot you find, and where you find it. It's why the Older is Better trope reigns supreme in so many of our games (I wrote more about that in Older is Better: A Trope That's Become a Reflex For Many Writers for those who need more details).

I didn't really intend to become the new standard, you know.

Because while most of us don't think of Middle Earth, Golarion, and other settings as post-apocalyptic (since we associate that with stuff like Mad Max, The Road, and zombie movies), most of them are. And if they didn't go full apocalypse (which Golarion has done half a dozen times according to the timeline), the game tends to be in a dark age. Old knowledge and techniques have been lost, relics of the past are rare but superior, and people are always trying to build back to where they were once more.

I didn't really stop to think about it, but Sundara does exist in opposition to this setup. Because the world isn't new. It isn't in some golden age. There have been catastrophes that have destroyed cities and altered regions in the past. There have been wars, and coups, and all the other growing pains of civilizations. But the purpose of the setting (and the themes of many of the cities I've released for it so far) is about progress. It's about moving forward, using the resources that exist to overcome trials and challenges. It's about invention and creation, rather than about looking backward to try to recreate the world as it was.

There are plenty of secrets, ruins, relics, and more scattered throughout the map, but what is just as common is that for every old way of doing something, there's a new way to improve on the process. A way to make it faster, stronger, better that represents a step forward in thinking, or in solving new problems... or solving the old problems that previous generations ignored, for those who read the secrets of what's going on in places like Moüd: City of Bones.

A Difference in Attitude


The more I thought about this, the more I wondered how deeply it affects our story desires, setting expectations, and even attitude as players and Game Masters. About how much of the "no guns in my fantasy" or "you can't make new magic items, only find lost and forgotten ones" attitudes are influenced specifically by this foundation. Wondering whether or not part of the restrictive attitudes a lot of games have is because it's baked into the setting that invention, progress, attempts to forge new paths are not what this world is about.

We aren't here to rebuild and move on, to become better than we were. Instead, we're just trying to survive in the shadow of lost glory.

Just some food for thought this week, and a request that all of us take a look inside and ask what we're trying to do with our games. As always, there's no right or wrong way to do this, and you should pursue the kind of games you want, and that are fun for you... but it's important to look at those games with a critical eye, and to break down the elements involved so you can recognize them for what they are.

If You Haven't Checked Out My Setting Yet...


For folks who are curious as to what a setting that's looking forward and trying to build a better tomorrow looks like, particularly in comparison to the more traditional settings we have where the world seems to be crumbling and civilization is just trying to hold on, consider checking out some of the releases I've put out so far!

- Ironfire: The City of Steel (Pathfinder and 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

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4 comments:

  1. The Middle Ages are the recovery from the loss of culture and civilization from Rome, which built on earlier empires. To me, post-apocalypse settings are hopeful, in that they are rebuilding, learning from the past and making new discoveries.

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  2. I'm very glad someone else noticed this! It bothers me how many settings are overtly post-apocalyptic, and not even in a "we're rebuilding" way but just in a "we're struggling to survive at all" way. Even Golarion has this going on, although it's more subtle about it. While it existing in the ashes of fallen empires wouldn't be enough for it to fully be post-apocalyptic, something huge is going wrong every other day, the biggest and most powerful nations in the world are either evil or at best neutral, and most good-aligned communities are either tiny villages or are immediately beset by evil. Sandpoint is a small exception, but I'd really love to play a campaign that takes place in Kintargo after a "good end" to Hell's Rebels. A Chaotic Good city of the arts that celebrates individuality and cooperation equally? What a cool place to start your campaign, or at least have your character come from. You have a status quo that's worth both defending *and* improving upon, and I think that's something special in a fantasy setting.

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  3. I think that one reason that I tend to go the post-war or post-disaster route is that it is often easier. Ruins don't have to make complete sense since some things can be hand-waved away as lost in the mist of time. Or having been destroyed by battle.

    And all of the background of the civilisation that built a city doesn't need fleshed out. Just enough of it needs to remain to suggest a society.

    It isn't laziness as much as it is a short cut. If I had unlimited time and energy, I would love to construct a world on the brink of a potentially ruinous war. Set the adventure as trying to prevent it from happening.

    Perhaps I will even try. But I know that I could create something interesting in an aftermath framework a lot faster.

    Thanks for reading. Thanks for all of your columns! You've given me some thinking to do!

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  4. It's easier. Details about ruins and lost civilizations can be glossed over. A city that would take a novel- sized sourcebook to describe in living detail can be "ruined" and covered by a handful of pages and some good encounter tables.

    If I had the free time, I would love to create a setting where everyone is on the brink of war. Give the players some motivation to prevent that war. Massively immersive setting! Yay me!

    Can't do it today. I'd like it. I think I might even be able to publish it. But I don't have the time.

    But I can set a campaign in the aftermath of a war and improvise my way through it. That is something I have time for.

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