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Dark Sun: What System would you use?

If you were running a Dark Sun game, which system would you use? (Please read first!)

  • Second Edition/Castles and Crusades

    Votes: 15 19.7%
  • E6/P6 with modifications

    Votes: 8 10.5%
  • Shadowrun/White Wolf Clone

    Votes: 1 1.3%
  • Iron Heroes

    Votes: 8 10.5%
  • Savage Worlds

    Votes: 10 13.2%
  • Some Other Option

    Votes: 34 44.7%

If you're ruling out 4e (and 4e Dark Sun is actually a much better representation of Dark Sun than 2e ever was - compare the Defiling rules for example*), I'd go right to the other end of the scale for my slightly heroic gritty setting; WHFRP 2e (or 1e if you have it but use the 2e magic system). Violent, gritty, survival based. Dangerous magic that can blow back in your face (spell blowback needs tweaking for defiling rather than accidently summoning demons). And honestly, for Dark Sun how can you say no to a system where your starting PC class can be gladiator or ratcatcher?

And if you want loose and open with wide DM leeway, and little mechanical optimisation you don't want P6. Or P-anything. I would point out 4e Essentials for simpler PCs tho.

* 2e: Defilers and Preservers are separate classes with the core difference being that levelling defilers costs less XP. Once you've made the decision to defile or preserve, that is it. You are permanently either a perserver or defiler whatever the fluff and tie-in novels say. 4e: Defiling can be done by any arcane caster and is a temptation mechanic; you are most likely to want to defile when your back is against the wall. And if you're routinely tempted you can make it far more effective. (WHFRP: Defiling would be a part of magic - although stick to lesser magics and lower power and you defile much less; "Preservers" would need to get the dice from Hedge Wizard and couldn't preserve on powerful spells anyway).
 

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Vyvyan Basterd

Adventurer
I'm on the same page as you for adapting a FASA setting, but I'd go with Earthdawn. Defiling magic could be achieved through a rework of the raw casting rules, for example. All of the characters have some sort of magical abilities, even the martial characters, this could be reflavored to psionic mind-over-matter powers. I'm not sure if the Horrors would be good fill-ins as agents of the sorcerer-kings or just left out entirely.
 

avin

First Post
Dark Sun would work better on more realistic systems, like GURPS... other than that, I would use low levels of 2E.
 


Wik

First Post
Chase scene!!! :p
You caught me. ;)

But it's not really a "chase scene" - there are no vehicles. Or people knocking over fruit vendors. It's a wounded guy who knows he can't outrun wolves, so he hides in an old ruin and finds a sword. :)
 

Wik

First Post
Honestly, I think the 4e treatment is pretty stellar. However, there's a lot to be said for running a setting in its original system. I'd go with straight 2e.
-O

I agree that the 4e treatment is fine. But I'm gonna change the setting for my needs anyway. The problem is, the more I look at it, the more I realize 4e is just not for me. I've been running it for almost three years, and while there are parts I love, there are parts that I absolutely loathe... particularly the bit where a lot of power has been put on the player's side of the screen. I hate that, as selfish as it sounds (and not just as a GM).

Vyvyan Basterd said:
I'm on the same page as you for adapting a FASA setting, but I'd go with Earthdawn. Defiling magic could be achieved through a rework of the raw casting rules, for example. All of the characters have some sort of magical abilities, even the martial characters, this could be reflavored to psionic mind-over-matter powers. I'm not sure if the Horrors would be good fill-ins as agents of the sorcerer-kings or just left out entirely.

I do like the Earthdawn system and setting, and I've long considered running it. The only reason it's not one I've instantly grabbed is that I have two players who are really interested in using the SR/White Wolf rules to basically make a game from scratch - I'd have buy-in.

That being said, Earthdawn adaptation could definitely work. It's a gritty system at times, but also one of action. If I can strip the system of some of the magic, pare down the disciplines a bit, it could be a very good match.



Thanks guys for the feedback, and keep it coming! I'd love to know any pitfalls I might come across in adapting the setting. I know it's gonna be weird running 2e again, after around twelve years, if we do go that route!
 

Stormonu

Legend
I'd say out of the options you set forth, 2E seems the closest to what your striving for. Heck, I'd suggest using the skills & powers book for the proficiency system instead of 3e's skill system, personally - but just not S&P for point-building PCs.
 


Jhaelen

First Post
That being said, Earthdawn adaptation could definitely work. It's a gritty system at times, but also one of action. If I can strip the system of some of the magic, pare down the disciplines a bit, it could be a very good match.
If you are willing to do some adaptation work, that would be my recommendation, as well. Otherwise, it would be to use 2e (which is what I voted for).
 

Saeviomagy

Adventurer
I'd go for wild talents myself. Having not actually read reign (ie - wild talents medieval with an emphasis on leading armies) that probably would help, but wild talents can do everything needed.

It's deadly, has decent task resolution rules (I'm still trying to work out how to blend them for better skill challenges), has leading units of men, has whatever funky psionic or mutant powers you want and you can put together some interesting monsters.

And it uses buckets of d10s, so your WW buy-ins might go for it from that angle!
 

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