>>96444065
My current setting is sort of... a post-apocalyptic dystopia that's been sufficiently far-removed from the apocalypse itself that it's not a post-apocalyptic dystopia *anymore.* Y'know, sixth generation after the Great Fall of the Ancients, they've got farming and communities set up again, it's gonna be a while before things are totally stabilized and states emerge but there's definitely a degree of neo-arcadian coziness going on in the established villages and whatnot.
OUTSIDE those safe zones you still have weird magical exclusion zone stuff where long-abandoned machines, misfiring spells, lunatic automata, and cargo cults can cause any number of horrible threats just by mistake or the bleed-off of their immense power, but if you stay away from the (rightly forbidden) ancient Cities Of The Gods you're generally going to be fine.
So the game has a distinct Wilderness/Civilization dynamic, where there are places where you're probably okay, well-fed, and unlikely to be horribly murdered, and there are places where resources are scarce, things might try to kill you for no apparent reason and through means you're horribly unprepared for. And of course adventurers thus get a generally more dystopic sense of things than the average country mouse.