Dungeon Punk
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Basic Information

Dungeon punk typically refers to a fantasy setting in which magic has become proceduralised and industrial. Medieval Stasis may be preserved, but more advanced elements may also creep in - these are the sort of settings where characters in full plate armour fight with broadswords and shields on the tops of magically propelled trains and airships. Firearms will either be absent or ineffective enough that primitive ranged weapons - or magical devices - are a viable alternative. There may even be magical equivalents of television and/or cinema and similar things - this raises the possibility of the dungeon as games-show.

As already implied, expect consumer magic - brand name potions (especially the obligatory healing potions in first aid kits), pads of tear-off wards, construct dealerships and shops that will sell you an off-the-shelf set of "software" for your golem.

The dystopian elements of most punk settings are less obvious in dungeonpunk, but fantastic racism, Van Helsing Hate crimes and similar themes may also be explored. Traditional "good versus evil" cheese is likely to be cut back and the morality more of a grayish shade.

Dungeonpunk aesthetics include all sorts of spikes and straps - armour and equipment designed with fashion as well as protection in mind.

Sources

The 3.0/3.5 edition of "that RPG" has a very dungeonpunk feel to it - and its Eberron setting was deliberately built to be dungeonpunk.

Bibliography
1. full source reference

Game and Story Use

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