LonePaladin:
This sounds like it has some serious potential -- especially if you come up with enough history. Heck, you could just take an established setting like the Forgotten Realms or Eberron and just wipe out all the settlements bigger than, say, "Large Town".
True. The entire region I have in mind, at least at first, is only about 50 miles in radius, so it could really exist in almost any established setting. If people really want to do that, we can, but I'm prepared to make it its own setting, in order to free us up to invent things.
LonePaladin:
Thinking on this, Eberron would make a good fit. It already has support in the ruleset, and it's got a magical cataclysm that devastated an entire country -- just advance the timeline, and have that ruin spread worldwide. You'd have to decide how the Dragonmarked Houses and such would be affected, but you could just back up a few years from the established timeline and say that the effect of the Day of Mourning never stopped spreading.
It's the "deciding" of things like that that would give me pause. The players could help with that, but it's also easier just to set things in a blank slate, or so far in the past or future that none of the established organizations of civilization exist anymore.
I like Eberron, but it's got a pretty different approach from what I'm proposing.
LonePaladin:
Something you'd want to decide, regardless of setting or disaster, is how long ago it happened. Make it too recently, and long-lived races like elves and eladrin could claim to have been present before things went pear-shaped.
It needn't have been a disaster, in the usual sense. Cities have been abandoned and lost in the real world, simply due to a decline in local civilization over time, perhaps with a few otherwise handleable crises to finish it off.
I don't think a lack of elvish, eladrin, warforged or deva witnesses would be too hard for bought-in players to explain. Or, perhaps there are members of those races who can directly recall brighter times; eladrin and deva do get a bonus to History checks, after all. Anyway two of the default assumptions in 4th Edition, even with the presence of long-lived core races, are The World Is Ancient and The World Is Mysterious, and I wasn't planning override those. They keep one's game from having to decide much in the way of long-term history.
LonePaladin:
What if this catastrophe also removed everyone above a certain level -- either through some sort of power-related effect, or because they were all fighting something and lost? You could make it so that the only people living right now are in the Heroic tier (up to 10th level), and that anything regarding Paragon Paths and Epic Destinies have to be rediscovered. Just finding the knowledge of one's Path could be the end result of a quest that takes the group above 10th level.
One thing I like about 4th Edition is that only PCs have levels, really. NPCs have whatever the game calls for. But I do like the idea that one's destiny is literally to be found among the ashes of the ancients.
LonePaladin:
Really, it sounds like you're taking the "Points of Light" concept they started with, and turning down the gamma correction. (Because, really, it never felt 'dark' enough.) Sign me up and I'll be happy to spew out conjecture and future ideas all day
Yeah, even Dark Sun never seemed to really adopt the "Points of Light" approach. Maybe it was just tricky to convey anything between an established, stable city and an ancient ruin in the campaign material. "Woodbole is a bustling lumber town hoping to make it big supplying material to the major cities downstream. Here's a paragraph on its backstory. Which, by the way, is about all that's left of it by the time the PCs get there."