Professor Phobos said:
I want someone to tell me why Dark Sun was awesome (if it was, indeed, awesome). I'm looking for things to scavenge for C&C purposes. I'm asking because all this stuff was before my time- TSR was around in the early days of my gaming, but I've never actually purchased a D&D product before. I started with Call of Cthulhu. I have no idea what were the high points of AD&D books. And so on.
DARK SUN is, in my humble opinion, one of the best gaming lines out there. EVER. Especially the stuff before the "revised" box set (not that the revised box set isn't AWESOME, it just gets rid of a bit of the "gritty" feel of the original).
Essentially, Dark Sun is a desert world that's post-apocalyptic. In the early books, there's hints that people are a bit warped from what amounts to magical radiation, although that's sort of dropped later on. The desert is harsh (and, in 2e at least, a 20th level character died almost as quickly of exposure as a 1st level, so the wastelands were always feared). The cities, designed to be the focal point of a campaign, were hotbeds of intrigue, politicking, and the like.
It had it's bad side - Psionics were WAY too integrated into the game, the setting assumed the PCs to be heroes and didn't really support "survival" play despite what it said (no prices for slaves, much of the adventures wound up as "save the world" rather than "save yourself"), and all that. But it did have some excellent rules to mimic the ad hoc nature of the world itself - piecemeal armour (which we has so much fun with - "My guy has a metal breastplate, a chainmail sleeve on his right arm, studded leather on his left leg, and leather on his right!"), improvised weapons, barter rules...
All in all, if someone showed up at my house today and said "I'm running a 2e Dark Sun game!" I'd be in it in a second, even though I'm really not a fan of 2e rules at all.
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As for what you can steal for your own game...
1) The monsters are pretty cool and original, for the most part.
2) The armour/barter/weapon materials rules could probably be adapted.
3) The city-states are probably some of the most detailed areas that came from TSR, and could easily be dropped into a campaign world (not necessarily only in desert areas, either... Tyr could almost as easily be a tropical island)
4) A lot of the racial re-workings or monster changes (there are no Dragons as such in Dark Sun, except for the Dragon-Kings, which are something else entirely!) could really give your game a heavy shot of flavour.