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D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

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I think the Dragonlance topic of the same name is pretty great and I'd like to follow through a similar course with Dark Sun under the following precepts:

1) Narrative Elements will almost certainly change to adapt the setting toward more modern sensibilities. More female characters, LGBT inclusion, wider ethnic diversity, and some elements may be trimmed or re-framed to be less offensive. This isn't inherently a bad thing. But if you're down with it, what kind of changes would you want to see?

2) Dark Sun has a ton of Systems Changes. From Defiling to Psionics to Environmental Survival. How drastically would you want to see those systems altered, or perhaps do you have ideas on how they could be carried forward? Or do you think that such changes should even be -applied- to a modern table sensibility due to the preponderance of roll-playing as opposed to role-playing in modern game design?

3) Power Level. While it could be included in the Systems changes, Dark Sun's monsters were stronger, it's characters had higher stat generation methods, and magic items, or even good quality weapons and armor, were rare to make things even more challenging. Should that stylistic and mechanical gap remain in 5e, or should it be brought into a more "Modern Balance" spirit where any Athasian character is no stronger or weaker, by default, than any Faerunian one?

I'll go first.

Narrative Changes for Modern Sensibilities:
  • More Female Sorcerer-Kings.
    • On Athas there were only 3 female sorcerer-kings. Abalach-Re, Lalali-Puy, and Yarmuke. And Yarmuke was destroyed by Hamanu who also wiped her city from the world.
    • Thankfully, most of the Sorcerer-Kings gender is pretty irrelevant to who they are and what they accomplish. So making Oronis, Tectuktitlay, or even Andropinis (Who has the most masculine name of them all, Man-Penis) into Female Characters wouldn't actually change much of anything.
    • Could even have one of the Sorcerer-Kings be transgender. Nibenay presents a draconic form and largely hides from the public eye. It could be interesting if that draconic form were feminine.
  • LGBTQ+ loose organizations could be neat.
    • I don't mean big and broad-ranging LGBTQ Lobbyists. I'm talking about smaller organizations of protection. Athas is a harsh place and having trans characters know that, for example, a building with a painted Kank's Head on the front wall wall is a safe space could be interesting. It would also set Athas aside from other settings as one that is harsh, but not without it's mercies.
    • Similarly, an alliance of people with different sexualities creating a group-atmosphere of protection and solidarity might be nice in a cruel world. Like maybe no one cares if some courtier is slipping into silk-sheets with courtiers of similar genders, or whether gladiators are coupling in the barracks between matches, but there's still plenty of reason for abundant caution and escape plans and the like for when bigots -do- rear their ugly heads
    • Though it would also be kind of great to just have no societal stigmas tied to LGBTQ+ existence, of course.
  • Slavery is a tough call. But I think they could largely keep it.
    • 5e D&D tries to keep slavery in the hands of evil people. Which is why the Drow are totally willing to enslave you at the start of Out of the Abyss. The main thrust of slavery in modern fantasy is that it exists, it is evil, and only evil people enslave others.
    • Therefore having slavery as a thing in the setting would still work, but the players would be actively encouraged to fight and kill slavers when possible/reasonable, and free any slaves they find. Which is what good people should do in any setting.
  • Points of (Dim) Light?
    • Athas has always been a place with a handful of real "Towns" and a few villages scattered across the sands between them, often 2-3 days travel apart (On foot) and usually plagued by cannibal Elves, cannibal Thri-Kreen, and cannibal Halflings. Because, honestly, cannibalism is just super popular as a dining option on Athas.
    • This sort of physical structure lends itself well to a Points of Light campaign. And, honestly, making that the style du jour for Athas could fit really, -really-, well. So long as the lights are dim. So long as the safety is fleeting, the comfort expensive, and the danger swift to return.
  • Ethnic Variety
    • Honestly, Athas could do this fairly easily if the art department goes for it without any sort of backlash. I don't think there's much chance, at all, that people are going to complain if Tecuktitlay isn't white as snow, or Lalali-Puy doesn't have blonde hair and blue eyes. Honestly, ruddy and dark skin tones should -probably- be the default for the whole setting, with pale skin being a rarity even among the wealthy.
Systems Changes:
  • Arcane/Divine/Psionics as different.
    • 5e's "All magic is just magic" is just not good for Athas. Athas uses Defiling and Preserving as a powerful narrative element, and one that Clerics and Druids are incapable of doing because their power doesn't defile.
    • Athas would need to break the "Weave Narrative" to work. Different types of magic -need- to be different to interact with this core identity of the setting.
  • Psionics as Default
    • A Psionicist Class (I love KibblesTasty's) would be great. Especially one that takes cantrip-casting to heart and builds off of it.
    • Probably a Psionic-Warrior option or something similar as well. Likely as a Subclass of Fighter or maybe Ranger?
    • Maybe just a whole mess of Psionic Subclasses in general.
    • Definitely a ton of Wild Talents as Feats.
  • Defiling as Default
    • Preserving should be something you actively choose, rather than a default. And it should cost you.
    • Yes. This makes Wizards and Sorcerers (if they're even in the game!) weaker unless they defile. That's the point.
    • Playing a Wizard should be unattractive in the setting to keep the Arcane magic level low. Not impossible, so people can still play their Wizards... but less attractive.
  • Travel Mechanics
    • Traveling from place to place isn't hard, really. Pick a direction and go. Getting there -alive- is the trick.
    • Heat Mechanics, Environmental Hazards, Dangerous Monsters, and most importantly LIMITED RESOURCES.
    • Water isn't always available on Athas. And even when you -can- get some it's often dirty.
    • Some sort of mechanical structure that makes survival against the World into it's own unique danger layered on top of everything else would be spectacular.
Power Level
  • Stronger Characters. Harsher Challenges.
    • Athasian characters have been stronger than those of other settings, often with less magical power available. Previous editions handled this with higher attribute scores, which is also an option but consider replacing Magic Items with "Heroic Power"
    • To replace magic items, there should be a new "Internalized Power" system that allows characters to function as if they -have- magic items in many cases and situations, without actually having them.
    • Perhaps give people a number of "Heroic Power" slots equal to their Attunement availability and allow the player to gain these heroic powers through gameplay.
    • Belt of Giant Strength? Nah. Your strength score gets boosted 'cause you have "Mighty Thews" which gives you a +4 Strength Bonus (Max 22) or a +6 bonus (Max 24
  • Bigger Stats
    • Maybe give players their level 4 ASI at level 1? Or their level 8 at level 1 so they just don't get one of the two during leveling.
    • This would keep their overall power level similar while boosting them at low-level play before they can play into the "Heroic Power" system.
  • Wild Talent at level 1?
    • Wild Talents are an important part of Athasian culture. Not -everyone- has them, but enough people do that it's just considered normal.
    • Maybe give all players a single level 1 "Free Feat" which can be a Wild Talent or not, as they personally prefer.
  • Interesting Weapon and Armor Rules.
    • In addition to having some really cool and slightly freaky weapons, Athas also had rules relating to Bone, Stone, and Wooden weapons that probably should be updated.
    • Weapon Breakage was a common problem for Athasian Heroes who would often see their favorite Carrikal break off in the thick armored hide of a Braxat or crushed under the bulk of a rampaging Mellikot.
    • Armor/Shield Breakage was also an issue, but slightly (SLIGHTLY) less common. Maybe give players the ability to actively sacrifice shields and armor to negate a critical hit altogether, or something? Not sure.

What are your thoughts?
 

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Might need to change the name Borys if it’s going to sell in UK.
Incompetent cronyism & buffoonery doesn’t mesh well with the menace of an Athas dragon.....and I’ll probably get into moderator trouble for this comment.
I wouldn't be concerned. He was a Newspaper Writer when Dark Sun first launched and surely people won't believe that all old Borys has anything to do with BoJo.
I think, most DMs will want to start off in the wilderness, or one of the Sorcerer King cities. To set that tone.

But I want the "oasis city" to be there for DMs like me, who are less into the post-apocalyptic.

Here, in the oasis, everyone understands how dangerous it is outside, and make collective efforts to defend the city. Meanwhile, there can be vital missions for the players to venture off into the less fortunate planet.

There can be more than one oasis, but not many, and they tend to be out of the way. And they dont have enough resources for others, so there are ethical tensions, when it is necessary to say no to some outsider.
Some settings just aren't for everyone. Putting that city in would largely crush the spirit of the setting for the majority of people who want Athas for what it -is-.

Maybe the setting just isn't for you?
 

The oasis is mainly a contrasting genre to appeal to other interests. This contrast can be a foil that heightens the bleakness elsewhere.

For DMs who dont want to work with the oasis city, it can remain hidden away. Its invisibility, sotospeak, helps defend it from the imperial cities.
You have a good point, anyone can just ignore it but I wouldnt want it to be central for the fear it may be more prevelant in the setting that I care for and may have have other effects on the setting
 

I want this "oasis city" as a starting point at level 1. A homebase to explore a hostile world.

Kinda defeats the idea of Darksun.


A homebase village wouldn't be a bad idea though.

Darksun ethnic thing. Most of them weren't depicted as Caucasian in the original. None of the culrures they roughly based the cities off are really white with the exception of maybe Tyr and Balic.

Even then more olive skinned with maybe a few plate nobles who avoid going outside to much.

Also makes sense to depict humans with weird colours and patterns. Blue tiger stripes or zebra or panda markings that are purple? Sure why not.

It's the one setting they can go bananas.

Inone if the Darksun books Hamanu also took the form of a female and seduced one of the characters mostly because he could.

The Sorcerer Kings can basically appear however they like in whatever gender they want.

This was in 1991-96.
 
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You have a good point, anyone can just ignore it but I wouldnt want it to be central for the fear it may be more prevelant in the setting that I care for and may have have other effects on the setting
By definition, the oasis city would be in the background of the setting, in the periphery. But it is thematic, because it is an example of preservation magic. It demonstrates preservation is a viable way to live sustainably.

Dark Sun has alot to offer, to different kinds of playstyles.
 

By definition, the oasis city would be in the background of the setting, in the periphery. But it is thematic, because it is an example of preservation magic. It demonstrates preservation is a viable way to live sustainably.

Dark Sun has alot to offer, to different kinds of playstyles.
Different strokes and all. But Im curious to see what 5E or 6E DS will look like.
 

The oasis is mainly a contrasting genre to appeal to other interests. This contrast can be a foil that heightens the bleakness elsewhere.

For DMs who dont want to work with the oasis city, it can remain hidden away. Its invisibility, sotospeak, helps defend it from the imperial cities.

2 of them exist in the revised boxed set. Kurn and Saragar iirc.

3 if you count the halfling settlement at Thamasku.
 

I would like to see Desert Survival rules, along the same lines as the Cold Weather rules in Frostmaiden, plus a page or two of more-detailed but optional rules inspired by 3e Sandstorm.

Slavery: obvious Sign of Evil for the PCs to try to overthrow or at least rescue victims. A list of existing D&D heritage modules (such as the "Against the Slave Lords" adventures) whose plot can be adapted to DS conditions.

LGBT? Athas is the world where Evil has almost totally won. Anybody and everybody can get persecuted / oppressed for no good reason; just be "different somehow". Using this excuse works as well as any other excuse. The Veiled Alliance exists to protect devoted Preservers, similar groups can exist in your DS to protect other target groups.

A map "from 10,000 feet" but few details. The best land on Athas is like the Arizona desert; Arabia or Atamaca Desert is common; in cooler (by comparison) climes get the Gobi Desert or a moonscape-looking area.

Being a Mul should involve a harsh backstory but not compel you into only 3 or so valid character options.
 

2 of them exist in the revised boxed set. Kurn and Saragar iirc.

3 if you count the halfling settlement at Thamasku.
Yup! Kurn. Old Kurn and New Kurn.

Old Kurn is a pretty welcoming place. Oronis built it in the White Mountain Valley before he started his draconic ascension, and then built a secret second "New Kurn" as he draws closer to his full ascension. It's a place that does not allow visitors of -any- kind.

And Saragar exists on the Last Sea. An island city hidden from the Sorcerer-Kings by great distances. The only body of water so large that the curvature of the world obscures the far shore. Menial tasks are handled by the minds of ancient criminals trapped in an eternal prison!

Thamasku is a nice place to live and all, as long as you're a Halfling (rhulthaun). Otherwise it's a deathtrap unless the Veiled Alliance somehow gets you in safely.
 

I would like to see Desert Survival rules, along the same lines as the Cold Weather rules in Frostmaiden, plus a page or two of more-detailed but optional rules inspired by 3e Sandstorm.

Slavery: obvious Sign of Evil for the PCs to try to overthrow or at least rescue victims. A list of existing D&D heritage modules (such as the "Against the Slave Lords" adventures) whose plot can be adapted to DS conditions.

LGBT? Athas is the world where Evil has almost totally won. Anybody and everybody can get persecuted / oppressed for no good reason; just be "different somehow". Using this excuse works as well as any other excuse. The Veiled Alliance exists to protect devoted Preservers, similar groups can exist in your DS to protect other target groups.

A map "from 10,000 feet" but few details. The best land on Athas is like the Arizona desert; Arabia or Atamaca Desert is common; in cooler (by comparison) climes get the Gobi Desert or a moonscape-looking area.

Being a Mul should involve a harsh backstory but not compel you into only 3 or so valid character options.

In the novels the land around the city states is quite fertile.

The Templars participate in the planting ceremonies etc. Kind of comparable to Nabateans or water systems in Iraq/Persia and central Asia.




Want to go for a swim in the Sahara? 16:30 mark.
 

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