D&D General D&D Assumptions Ain't What They Used To Be

Of course, if they put in the effort and win out. It's all up to them.
The problem is settings like Dark Sun, where literally the setting falls apart or else has to have negative-continuity a la South Park, should the PC fix the bad things. I think it's quite reasonable to run a single Dark Sun campaign and then decide "okay we've SOLVED slavery!" and move onto a different setting, but WotC has a financial incentive to get you to KEEP coming back to their IPs. In which case settings like Dark Sun become torn between the need to return back to baseline assumptions every campaign or else aren't going to sell sequels. And if they return back to baseline, then that's like embracing the bad things as acceptable, which they aren't.

I'm afraid there's a very dwindling chance of officially seeing Dark Sun in 5e. :(
 

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The problem is settings like Dark Sun, where literally the setting falls apart or else has to have negative-continuity a la South Park, should the PC fix the bad things. I think it's quite reasonable to run a single Dark Sun campaign and then decide "okay we've SOLVED slavery!" and move onto a different setting, but WotC has a financial incentive to get you to KEEP coming back to their IPs. In which case settings like Dark Sun become torn between the need to return back to baseline assumptions every campaign or else aren't going to sell sequels. And if they return back to baseline, then that's like embracing the bad things as acceptable, which they aren't.

I'm afraid there's a very dwindling chance of officially seeing Dark Sun in 5e. :(
perhaps a replacement setting should be formulated as it is not like their mtg setting where useful.
 

perhaps a replacement setting should be formulated as it is not like their mtg setting where useful.
The only magic setting that gets vaguely close is Amonkhet, and it's still quite a bit different from Dark Sun and not nearly as crapsack of a world. I don't think there's value in abandoning the IP, just that it's a VERY difficult setting to do right. 4e's version of it sold well, but it still wasn't nearly thoughtful enough about the potential for propping up really problematic things.
 


Cool. I think something bad in the setting--like slavery--becomes more likely to be a problem for the players at the table, the harder the GM actively works to keep the players from fixing/changing it (or, plausibly, if the GM expects/intends for the PCs to embrace it).
I'd rather the DM just be and remain completely neutral: if the PCs defeat the slavers, fine; if the PCs join the slavers, fine, if the PCs get captured and themselves become slaves, fine, etc.
 



perhaps a replacement setting should be formulated as it is not like their mtg setting where useful.
I don't really see the point. Non-WotC is better equipped to deal with anything that isn't absolute maximum market appeal, and they don't want to anyway. I say leave them to the stuff they're willing to put effort into, and move on.
 


The only magic setting that gets vaguely close is Amonkhet, and it's still quite a bit different from Dark Sun and not nearly as crapsack of a world. I don't think there's value in abandoning the IP, just that it's a VERY difficult setting to do right. 4e's version of it sold well, but it still wasn't nearly thoughtful enough about the potential for propping up really problematic things.
I do not think the sand is core to darksun more that the world has gone to a mundane hell its post-apocalypse by nature and super strange with a lot of the stranger fantasy inspirations being core.
it puts psionic as an important in-universe element.
no gods meddling to the best of people's knowledge.
I don't really see the point. Non-WotC is better equipped to deal with anything that isn't absolute maximum market appeal, and they don't want to anyway. I say leave them to the stuff they're willing to put effort into, and move on.
I perceive your point but regardless I sadly care so something must be done in my eyes.
 

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