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

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
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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Urriak Uruk

Gaming is fun, and fun is for everyone
The Forgotten Realms is a kitchen sink setting that can have almost any setting plugged into it. Cthulhu. Dark Sun. Reallife Earth. Gamma World. Anything the DM wants.

Nevertheless, each setting is its own story that has nothing to do with Forgotten Realms.

It is the FR setting that is opting to plug in unrelated settings.

Um, no. Forgotten Realms is more kitchen-sinky than most other settings, but you can't run a Gamma World or Call of Cthulhu module there (there are no modern firearms, and very little sci-fi at all in that setting).

Each setting is largely independent, but there are many modules that overlap multiple settings. In the most recent case I can think of, Acererak is the villain of Tomb of Annihilation, and that lich is a villain from Greyhawk but the module is set in Forgotten Realms.

So no, there are not entirely enrelated stories; even Dark Sun was invaded briefly by Githyanki, a race from Planescape/Speljjammer.
 

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Larnievc

Hero
The plants are a catalyst for the process of destroying water.
You’re free to have that as your home brew lore for you game but that is not how it works in Dark Sun. If you added a pot plant to the bucket example the spell would ash the plant but the level of water in the bucket would not change.
I'm pretty sure defiling destroys water over time, hence the creation of the Silt Sea.

However, I'm pretty sure casting defiling spells in the short time doesn't turn the contents of your waterskins into silt!
The Sea of Silt was a result of the Brown Tide and the use of the Prism on it. The silt is what’s left of the Brown Tide. This happen before Ragaat developed arcane magic.
 

Yaarel

He Mage
Um, no. Forgotten Realms is more kitchen-sinky than most other settings, but you can't run a Gamma World or Call of Cthulhu module there (there are no modern firearms, and very little sci-fi at all in that setting).

Each setting is largely independent, but there are many modules that overlap multiple settings. In the most recent case I can think of, Acererak is the villain of Tomb of Annihilation, and that lich is a villain from Greyhawk but the module is set in Forgotten Realms.

So no, there are not entirely enrelated stories; even Dark Sun was invaded briefly by Githyanki, a race from Planescape/Speljjammer.
By the Forgotten Realms setting, I also mean its gods and their planes.

This "greater setting" can, if the DM wants, plug in any unrelated setting into this kitchen-sink Forgotten Realms multiverse. Absolutely anything. Does the DM want Star Wars? Star Trek? No problem. Hook it up. Make up mechanics for it.
 

Yaarel

He Mage
You’re free to have that as your home brew lore for you game but that is not how it works in Dark Sun. If you added a pot plant to the bucket example the spell would ash the plant but the level of water in the bucket would not change.

The Sea of Silt was a result of the Brown Tide and the use of the Prism on it. The silt is what’s left of the Brown Tide. This happen before Ragaat developed arcane magic.
The 2e Dark Sun books say that the water gets destroyed. You can ignore that canon if you want to.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
By the Forgotten Realms setting, I also mean its gods and their planes.

This "greater setting" can, if the DM wants, plug in any unrelated setting into this kitchen-sink Forgotten Realms multiverse. Absolutely anything. Does the DM want Star Wars? Star Trek? No problem. Make up mechanics for it.

Yeah the DM can do whatever they want, but we are talking about what material is published lore in an official book. WotC can't put in a side-bar in Dark Sun saying "Oh here's how to make your D&D campaign visit the Darth Vader's Death Star."
 

Yaarel

He Mage
Yeah the DM can do whatever they want, but we are talking about what material is published lore in an official book. WotC can't put in a side-bar in Dark Sun saying "Oh here's how to make your D&D campaign visit the Darth Vader's Death Star."
WotC can put in a sidebar in Dark Sun saying, "Heres how to make your Dark Sun campaign part of your Forgotten Realms setting."
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
WotC can put in a sidebar in Dark Sun saying, "Heres how to make your Dark Sun campaign part of your Forgotten Realms setting."
And such a sidebar would be in an Adventure Path and use the story beats in Forgotten Realms locations but not be a Dark Sun adventure with an Athasian desert complete with Thri-kreen and Mul plopped down in the sword coast.

If they really want to keep it into a desert atmosphere they might have you run it in Anauroch or Calimshan.

But at that point you're just adapting the story not the world.
 
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Urriak Uruk

Gaming is fun, and fun is for everyone
WotC can put in a sidebar in Dark Sun saying, "Heres how to make your Dark Sun campaign part of your Forgotten Realms setting."

They shouldn't do that. As far as I have seen, there has been no such side-bar for other 5E published settings.

And to be clear, there shouldn't be one. I understand such things for modules (which are sometimes designed to be plugged into anyone's game), but a setting book is selling you the setting. It's not trying to get you to smoosh this setting into another setting. It wants you to play Dark Sun, not something like Dark Sun that's actually in Forgotten Realms.
 

Yaarel

He Mage
They shouldn't do that. As far as I have seen, there has been no such side-bar for other 5E published settings.

And to be clear, there shouldn't be one. I understand such things for modules (which are sometimes designed to be plugged into anyone's game), but a setting book is selling you the setting. It's not trying to get you to smoosh this setting into another setting. It wants you to play Dark Sun, not something like Dark Sun that's actually in Forgotten Realms.
5e Eberron should have stayed separate, so that the default is the Forgotten Realms multiverse has no existence. Now the damage is done. It destroyed the Eberron setting. Once upon a time, Eberron was a setting where the existence of gods was genuinely unknowable. The subjectivity of the divine power source was an important part of the feel of the setting. But now in 5e, the Forgotten Realms gods objectively exist and everyone in Eberron are simply ignorant idiots who dont know the Truth. The damage to the feel of Eberron is catastrophic.

Baker has in discussions tried to walk it back by suggesting the Forgotten Realms gods themselves are not necessarily gods. But the damage is done.

@Steampunkette

Yeah, linking unrelated settings together, mutually changes their respective stories.
 

Stormonu

Legend
As an aside, when Dark Sun first released there were some obscure hints in the product and elsewhere (I think a Dragon article) that Dark Sun was the Forgotten Realms a few thousand years later. That undercurrent was dropped by the time the 2nd box set hit, though.
 

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