A Dying Earth setting...

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Clangador
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A Dying Earth setting...

Post by Clangador » Wed Jul 31, 2013 9:18 pm

It seems that a DCC campaign world would be almost by default be a dying earth type setting. I use my own campaign setting called Loslore (lost lore) which takes place tens of thousands to hundreds of thousands of years in the future of Earth or an earth like world. I have never decided for myself which it is and it is not really important to the campaign itself. My question here is who else uses a dying earth type setting for their game? And, if you don't use that kind of setting how do you explain away the technological elements in your game? Or do you exclude that aspect from your campaign?
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Ravenheart87
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Re: A Dying Earth setting...

Post by Ravenheart87 » Wed Jul 31, 2013 11:38 pm

Clangador wrote:And, if you don't use that kind of setting how do you explain away the technological elements in your game?
Artifacts left behind the ancient alien civilization that terraformed and colonized the planet.
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beermotor
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Re: A Dying Earth setting...

Post by beermotor » Thu Aug 01, 2013 1:44 am

My game world is like that. I've been thinking about picking up the dark sun materials, even though 2nd ed. (gag!) for inspiration.

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Re: A Dying Earth setting...

Post by NJPDX » Sat Aug 03, 2013 5:10 pm

Clangador wrote:It seems that a DCC campaign world would be almost by default be a dying earth type setting. I use my own campaign setting called Loslore (lost lore) which takes place tens of thousands to hundreds of thousands of years in the future of Earth or an earth like world. I have never decided for myself which it is and it is not really important to the campaign itself. My question here is who else uses a dying earth type setting for their game? And, if you don't use that kind of setting how do you explain away the technological elements in your game? Or do you exclude that aspect from your campaign?
My homebrew world ins't a "Dying Earth," but it is a parallel and very ancient "earth" and the tech comes from the death of an Atlantean society that drowned beneath the waves when the great Northern Ice began to recede from the world and seas rose about a thousand years ago.

The bottom line, is that you should only be bounded by the limits of your own imagination. Whatever you can conceive should possible in your personal gameworld, don't feel beholden to some other writer's tropes and ideas.

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finarvyn
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Re: A Dying Earth setting...

Post by finarvyn » Sat Aug 03, 2013 6:06 pm

Vance's "Dying Earth" stories are a lot of fun, and I agree that it would make a most excellent DCC setting! 8)
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Clangador
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Re: A Dying Earth setting...

Post by Clangador » Sun Aug 04, 2013 9:18 am

I don't have a problem with the creative side of things. I have a sandbox-type setting I've been using since 1986. My game world tend to change a little bit from campaign to campaign. I've always liked he old Blackmoor and Greyhawk settings as run by their respective authors. Blackmoor in-particular for its lost technology angle. DCC supports this rather well as per lost technology is implied in the game system. I was just curious what other Judges were doing in their games.
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