Friday, January 30, 2026

Gaming at the World's End

Some of you may recall that, back in November, I did a two-part interview with Marzio Muscedere about his upcoming roleplaying game based on Clark Ashton Smith's Zothique setting. Since I dedicated this month to CAS and his works, I approached Marz to do a short guest post on a topic related to Smith and roleplaying and he kindly offered up the following, which I am pleased to share with you.


Most fantasy settings are about beginnings — the rise of kingdoms, the forging of alliances, the defeat of looming evils to save a still vibrant and hopeful world.

Zothique begins where those stories end.

Zothique is the far future, where the world we know is gone, drowned and buried by time. What remains is a final continent filled with ancient cities, decadent courts, fading cults, and scholars poring over scraps of maddening lore. It is a place where necromancers converse with the dead in shadowed tombs, while besotted rulers cling to ceremony as their palaces crumble to ruin around them.

For gamers accustomed to the default assumption that adventurers will, in some fashion, make the world better, Zothique offers a stark alternative — nothing is getting better. Empires are not being forged. They are rotting in place. Gods do not promise salvation — they are distant and cruel. Sorcery does not herald progress — it invites doom and corruption.

For players, this creates a different kind of motivation. Characters may find themselves searching for meaning, wealth, forbidden knowledge, or fleeting power in the world’s final gasp. Their goals are immediate and personal, steeped in wonder and doom. They explore not to save the world, but to plunder the secrets of a forgotten past. They make bargains with demons and devils not because they believe in salvation, but because they want something — anything — before the dimming sun finally fails.

For game masters, this is exactly what sword-and-sorcery and old-school gaming was made for. Dangerous magic is not an exception but the norm. Exploration is everywhere, whether it’s a tomb, a crumbling dungeon, a cursed city, or a half-forgotten cult clinging to its last rites.

Zothique reminds us that a fantasy RPG can be intimate, fatalistic, and strange without losing its power. It trades grand destiny for atmosphere, epic salvation for personal risk, and shining heroism for decadent desperation.

In Zothique, the question is not whether the world can be saved.

Only what your characters will do before the light finally fades.

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