Who's Hype for Dark Sun???


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Jdvn1

Hanging in there. Better than the alternative.
I'm really looking forward to it... I just wished they'd support it more than two books and an adventure!
 

weem

First Post
i'm a bit excited as well, and I really don't know why as I am running my own campaign setting, and that won't be changing.

I think what it is (for me) is that I am simply excited by anything that is D&D and new. It doesn't really matter what it is.
 

wcpfish

First Post
I'm with you Weem! I like anything new and shiny for D&D. That being said I'm totally "meh" about Dark Sun other than seeing new monsters. I'm a monsterjunkie (as evidenced by my two latest projects "Haunting Trio" and "Urban Adversaries" two new 4e monster books available at rpgnow.com...shameless plug...*cough, cough*....)

I'm more of a traditionalist who likes pseudo-european medieval flavor old school sword & sorcery with a lil gothic horror and a sprinkle of high fantasy! The Dark Sun world just doesn't "do it" for me.

William C. Pfaff
www.escapevelocitygaming.com
(most recent update on the site? a free pdf of 64 Tavern names for any fantasy world)
 

Dice4Hire

First Post
I am also very much looking forward to Dark Sun for several reasons.

1. I am pretty sue they will not take the kitchen sink approach like they did in E and FR. Things will exist or not exist as needed (though they will give guidelines for he kitchen sink, of course)

2. Dark Sun is not traditional fantasy. I see FR as a poster child for this, and E is not far off. But DS has always been a lot different.

3. Updated design. It has been a lot of years since DS first came out. I am curious to see what modern designers can do with it. Nothing against older designers, but everyone has learned a lot since those days.

4. Higher lethality. I really hope this is true and not wishful thinking. I want to see brutal monsters that scare adventurers even at equal or slightly higher levels. Not many monsters around that do that now. I've been looking at MMIII previews ,and it is clear to me that the designers are ratcheting up the monsters a step or two, I hope this is true in DS too.

5. One of my friends is a DS fanatic, and wants to see a game set there.
 

I'm stoked for Dark Sun right now, partially due to the Penny Arcade Dark Sun podcasts. I've read parts of the old box, looked at Brom's awesome artwork, and gotten that nostalgic feel again. :D

Now I'm thinking, once DS is out and I'm running a campaign there, what kind of music is appropriate as background music for the sessions? Dark Sun needs its own metal genre IMO. :) (Seriously, there's Pirate Metal, Viking Metal, Tolkien Metal, Touhou Metal... you get the idea.)
 


Argyle King

Legend
I'm somewhat curious to see what is done with the setting. 4E's design mentality seems somewhat at odds with some of Dark Sun's ideals in some areas. I'm curious to see which way the design will bend to accomidate both styles combined together into one product. Will DS be given the same 4E treatment as every other setting or will DS bend some of the 4E ideals to fit the classic DS themes?
 

lukelightning

First Post
Me!

I am very curious to see what they do with shoddy weapons (bone, etc.) at higher levels... it's hard to imagine a +3 axe that shatters on a roll of 1.

I, personally, would handle this by getting rid of magic weapons, etc. and using inherent bonuses.
 

Mithreinmaethor

First Post
Me!

I am very curious to see what they do with shoddy weapons (bone, etc.) at higher levels... it's hard to imagine a +3 axe that shatters on a roll of 1.

I, personally, would handle this by getting rid of magic weapons, etc. and using inherent bonuses.

The weapons breaking is explained in the info for the D&D Encounters - Darksun module. They also have "survival days" that if you dont have enough you can be affected by "sun fever"

Here is the Players primer sent out in the kits:
Welcome to Athas: A Quick Player’s Primer

The world of the DARK SUN Campaign Setting is unique in several ways. Many familiar trappings of the DUNGEONS & DRAGONS game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure.

Newcomers to Athas have many things to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the DARK SUN campaign setting.

The World is a Desert: Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive-tinged sky. Temperatures routinely exceed 100 degrees by midmorning and can reach 130 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-orange silt. In this forbidding world, cities and villages exist only in a few oases or verdant plains. The world beyond these islands of civilization is a barren wasteland roamed by nomads, raiders, and hungry monsters.

The World is Savage: Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an immortal tyrant. The vile institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness—these qualities exist, but they are rare and precious blooms. Only a fool hopes for such riches.

Metal is Scarce: Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes.

Arcane Magic Defiles the World: The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, avoiding any more damage to the world, but defiling is more potent than preserving. As a result, sorcerers, wizards, and other wielders of arcane magic are generally reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisals.

Sorcerer-Kings Rule the City-States: Terrible defilers of immense power rule all but one of the city-states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny. The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, lesser defilers who can call upon the kings’ powers.

The Gods are Silent: Long ago, when the planet was green, the brutal might of the primordials overcame the gods. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Shamans and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power.

Fierce Monsters Roam the World: The desert planet has its own deadly ecology. Many creatures that are familiar sights on milder worlds have long since died out or never existed at all. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions, bears, and wolves are almost nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo.

Familiar Races Aren’t What You Expect: Typical fantasy stereotypes don’t apply to Athasian heroes. In many DUNGEONS & DRAGONS settings, elves are wise, benevolent forest-dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable river-folk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Goliaths—or half-giants, as they are commonly known—are brutal mercenaries that serve as elite guards and enforcers for the sorcerer-kings and their templars in many city-states.
 
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