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Community
General Tabletop Discussion
*Dungeons & Dragons
Assuming Dark Sun is on the horizon, what are your worries?
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<blockquote data-quote="touc" data-source="post: 7914588" data-attributes="member: 19270"><p>Slavery is in D&D already, so it's not taboo or off-limits: drow, mind flayers, goblins, the Red Wizards of Thay, the githyanki race, aboleths, azers, beholders, and so on. But, no setting has ever made it a way of life for the setting like Dark Sun did. Usually it's clear-cut: kill slavers, happy ending. That wouldn't always work on Athas.</p><p></p><p>It'll come down to market perceptions. Dark Sun came out after over a decade, when it was a barrage of Forgotten Realms + Dragonlance. No one had branched out of traditional high fantasy, and some gamers needed something fresh. Unexpectedly, Dark Sun was a blockbuster for TSR. I say unexpectedly because you can read between the lines when the game designers talk history in interviews.</p><p></p><p>Dark Sun wasn't for the masses. It's appeal would lie in the "jaded" gamer who'd played enough drunk dwarves, and brave knights, all saving the world and keeping things safe and sound. Dark Sun flipped everything. Bad guys won, there's no reward in the afterlife for living a moral existence, and you're not playing to keep the status quo but for the <em>hope</em> something better might happen because of your actions. And therein lies the economic gamble.</p><p></p><p>New players are coming in droves to the game. How long will they be satisfied with dose after dose of Forgotten Realms and the same dwarf and the same elf and the same wizard and the same fighter? What about the experienced gamer who's been buying your product for several editions? I'm sure someone is going to read the sales numbers and try to discern when interest wanes in the Realms, then strategically put out something to alleviate that waning interest. Whether they do it with a bold new world, or a simplistic supplement like Ravnica, remains to be seen.</p></blockquote><p></p>
[QUOTE="touc, post: 7914588, member: 19270"] Slavery is in D&D already, so it's not taboo or off-limits: drow, mind flayers, goblins, the Red Wizards of Thay, the githyanki race, aboleths, azers, beholders, and so on. But, no setting has ever made it a way of life for the setting like Dark Sun did. Usually it's clear-cut: kill slavers, happy ending. That wouldn't always work on Athas. It'll come down to market perceptions. Dark Sun came out after over a decade, when it was a barrage of Forgotten Realms + Dragonlance. No one had branched out of traditional high fantasy, and some gamers needed something fresh. Unexpectedly, Dark Sun was a blockbuster for TSR. I say unexpectedly because you can read between the lines when the game designers talk history in interviews. Dark Sun wasn't for the masses. It's appeal would lie in the "jaded" gamer who'd played enough drunk dwarves, and brave knights, all saving the world and keeping things safe and sound. Dark Sun flipped everything. Bad guys won, there's no reward in the afterlife for living a moral existence, and you're not playing to keep the status quo but for the [I]hope[/I] something better might happen because of your actions. And therein lies the economic gamble. New players are coming in droves to the game. How long will they be satisfied with dose after dose of Forgotten Realms and the same dwarf and the same elf and the same wizard and the same fighter? What about the experienced gamer who's been buying your product for several editions? I'm sure someone is going to read the sales numbers and try to discern when interest wanes in the Realms, then strategically put out something to alleviate that waning interest. Whether they do it with a bold new world, or a simplistic supplement like Ravnica, remains to be seen. [/QUOTE]
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