D&D 5E WotC: Why Dark Sun Hasn't Been Revived

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In an interview with YouTuber 'Bob the Worldbuilder', WotC's Kyle Brink explained why the classic Dark Sun setting has not yet seen light of day in the D&D 5E era.

I’ll be frank here, the Dark Sun setting is problematic in a lot of ways. And that’s the main reason we haven’t come back to it. We know it’s got a huge fan following and we have standards today that make it extraordinarily hard to be true to the source material and also meet our ethical and inclusion standards... We know there’s love out there for it and god we would love to make those people happy, and also we gotta be responsible.

You can listen to the clip here.
 

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[...] But the mechanics .... hmmm. Even completely aside from the whole elephant-in-the-room issue of psionics, Dark Sun was explicitly written as a low-magic world, even in the context of a much lower-magic edition of D&D. It's hard to write a setting where arcane casters have to conceal their existence from angry mobs for an edition in which even 2/3 of barbarian subclasses have flashy magical abilities, at-will cantrips are all over the place, and the term 'arcane' no longer has any real meaning. It's hard to have a survivalist, water-lacking setting in an edition where wilderness survival is pretty much trivial and 'create water' is a widely accessible first level spell. It's hard to have specialised elemental clerics in a system where the existing clerical spell list contains spells of all elements, and there's no mechanism analogous to the 2e 'sphere' system for restricting that. Sure, you could throw back to 2e products like Domains of Dread and go through the spell list line by line and explain 'spell X produces 1/10 of the listed water' and 'spell Y is not available to air, fire, or earth clerics', but there is absolutely no way that WotC is going to spend a bunch of pages doing tedious paperwork like that, especially as the page count in their products seems to be shrinking year on year as it is.

Dark Sun is a setting about hard limits, about restricted choices and restricted resources. Limited magic, limited water, limited metal, limited freedom, limited options. This jibes extremely poorly with broader design philosophy of 5th ed. And no, this isn't a rant about how 5e players are spoiled and soft and lazy and dumb and all these kids should get off my lawn. I LIKE 5e. I have my issues with it, but on the whole it's probably my favourite edition. But as a system for telling the sort of stories that Dark Sun was designed for? It's not an easy fit. You either have to spend a load of page count rewriting the system to fit the setting, or you have to deal with a bunch of PCs whose capabilities just flat-out contradict a lot of the basic setting assumptions.
You're right, it's hard to do those things with 5e (and hard is a strong deterrent).

...but that's exactly why Dark Sun in 5e would be great. It would need to provide mechanics to support a type of game that 5e currently doesn't--and which, if the recurring 'low fantasy' threads here on EnWorld are any indication, at least a non-trivial minority of people really want.
 

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That 100% makes sense.

Probably the only way to do Dark Sun would be with a big time jump. But change enough things that way, and the question is whether the Dark Sun brand will appeal to anyone at that point.

Better to just plow those energies into a new sand & sandals setting, I guess.
No, don't make a new sword & sandals-style setting. It's too problematic. Think just how much heat it would get today. Best to go for safer, blander settings.
 

You're right, it's hard to do those things with 5e.

...but that's exactly why Dark Sun in 5e would be great. It would need to provide mechanics to support a type of game that 5e currently doesn't--and which, if the recurring 'low fantasy' threads here on EnWorld are any indication, at least a non-trivial minority of people really want.
I fundamentally don't see the WotC of today as terribly interested in giving us expansive subsystems in setting books. Maybe they do an about face from Spelljammer, but they've had several opportunities to do subsystems and thus far refused. The latest release, despite being heist themed, doesn't use clocks!

By the way, I don't get the casual hate for the MTG settings. They're some of the better written 5e material, and do a good job of capturing various themes while putting enough of a spin on them to not just be tired tropes. I'd love to see Kamigawa for example - Japanese folklore and d20 modern/cyberpunk content!
 





I don't get the strain of fandom (generally, not just with Dark Sun) that dislikes when existing IP is revisited, reinvented, and/or recontextualized. Sometimes (a lot of times) it goes horribly wrong. But I am so glad that, for example, that I got the Rings of Power instead of nothing, or the Star Wars sequel trilogy instead of nothing. And I am pleased as hell when a revisited IP is genuinely great like, say, Andor.
Well the Star Wars sequels definitely didn’t help me stick with the IP. I was all set with the FFG Star Wars books and then Rian Johnson’s Last Jedi came out and woof, I’ve not bothered with the last one and I’ve not attempted to start a game. Andor was great though, if a little slow to get going.
 

Not inherently. Just don't pastiche Earth cultures or history.
I picked up Through Sunken Lands recently, and while it's definitely got that Bronze Age sword & sorcery vibe going, and a surprisingly detailed gazetteer (none of Flatland's other games have anything like it), I didn't, on first read, see anything where I could say "ah ha, this is faux Mesopotamia!"
 


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