Revisiting Dark Sun

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The news that 4e is going to do Dark Sun actually raises a twinkle of curiosity in me, even though I don't dig 4e at all. The funny thing is, I wasn't a big Dark Sun player back in the day. The setting had a lot of promise, but there were definitely things about the setting that were problemtic.

The first thing I remembered was the power boost. You started at 3rd level, with high ability score rolls, and everyone got psionics. I told this to a friend once, as though it were a parody of a D&D setting, then laughed cruelly at him when I told him it was a real product. By modern standards, it's pretty mild, but back then, Dark Sun was the signature zeppelin of power creep in D&D. It also had some weird ideas, like "character trees." And the gladiator as a character class had a lot of trouble being more than a fighter. The presence of level 21+ rules for rogues and the dragon and avengion "prestige classes" implied a lot of very high level gaming, which first of all, was not a common part of the D&D experience, and second, seemed somewhat out of place in a swords-and-sorcery, gritty setting where water was a valuable trade good.

But it also had the awesome. A varient cosmology. Magic as life force. Classic swords-and-sorcery tropes. A post-apocalyptic, almost Tekumel-like feel. Great art. In fact, all you have to die is excise some of the odd rules stuff and come up with some kind of sensible narrative for high level play in a blasted wasteland, and the awesome just pour out.
 

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It was one of those settings I bought and drooled over but never had a chance to play except as a one-shot. I had no issues with the power creep or the psionics or any of that stuff. I thought the character trees were a very weird idea, though.
 

I've forgotten what Character Trees were, and how they worked--could someone explain?

And I was never much on Dark Sun either, but I'm going to be interested to see how well they can make it work in 4e.
 

I don't have much exposure to the setting other than the SSI CRPG back in the days which I barely get to play since I borrowed it from a friend a long time ago.

So it'll be an interesting setting for me as I'm coming in in an almost clean state. ;)
 

Unfortunately I only played a couple of times, so having a compilation of rules and lore in two handy books will be great for me. If the campaign guide has the same balance as the Eberron one it will be a great resource regardless of your rules of choice.

Character trees were basically you having and advancing three characters at one time. That way if one died you had a backup all ready to go at the correct experience level. Since the items a character had weren't usually critical it didn't matter much that the other characters didn't have gear. Theoretically.
 

I've forgotten what Character Trees were, and how they worked--could someone explain?

And I was never much on Dark Sun either, but I'm going to be interested to see how well they can make it work in 4e.

In brief, a character tree consists of one active character (which the player is using as his player character) and three inactive characters. The active character takes part in the adventure, performing actions in the campaign world. When a new adventure begins, the player may switch to one of his inactive characters or keep playing his previously active character to continue play.

That's from the Dark Sun rules booklet. You also started at 3rd, cuz the world was suppose to be so difficult to survive in.

Their good, evil or neutral alignments had to match, but devotion to law or chaos made no difference.

If your characters alignment was changed to no longer fit, either it or the other three would have to be discarded.

When ever your active character would go up in level, one of the inactive characters of lower level could also go up a level.

Lets see, they couldn't freely exchange equipment, magical items, cash or personal items. The characters in the tree were also suppose to know each other and be working towards similiar ends. You could get as detailed in how well they new each other as you wanted or keep it to a minimum.

It was really the only part of the game that to me was a bit odd. But, having a backup is usually a good thing.
 
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Funny, I was just looking at the DS boxed set last night. Never played 2e, but have an interest in some of the older boxed sets...

One thing I found really amusing was the advertising on the back of the box. Too lazy to dig out a camera, so I'll just reproduce the bit about more powerful PCs here...

ON THE SANDS OF ATHAS YOU'LL FACE...

(snip)

More Powerful PCs!
*All DARK SUN(tm) game characters begin at 3rd level!
*Ability scores that can go as high as 24!
*All PCs have one or more psionic powers!
*The new Character Tree allows players to advance many characters at one!
 

Godawful marketing

ON THE SANDS OF ATHAS YOU'LL FACE...

(snip)

More Powerful PCs!
*All DARK SUN(tm) game characters begin at 3rd level!
*Ability scores that can go as high as 24!
*All PCs have one or more psionic powers!
*The new Character Tree allows players to advance many characters at one!

Yeah, well... Marketing was never the strong point of TSR...

1610228-1.png
 

The news that 4e is going to do Dark Sun actually raises a twinkle of curiosity in me, even though I don't dig 4e at all.

Yep, me too.

Though I only got to play it a few times, I have used it as a touchstone on many an occasion. Its a very rich setting.

As a side note, I've used character trees in several campaigns. IME, it seemed to work out all right.
 


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