Yaarel
🇮🇱 🇺🇦 He-Mage
Musing on the evolution of the Dark Sun setting.Dark Sun Campaign Setting did not need to shoehorn dragonborn and tieflings in at all, and it didn't need to include dray as a playable race-- but it did, because dragonborn and tieflings were in the PHB.
As the D&D editions evolve, translating the Dark Sun setting into each edition also evolves. Example, the Dark Sun "Gray" and "Black" are obviously comparable to Shadowfell and Deep Shadow with Domains of Dread, respectively. Indeed necromantic themes are surprisingly prevalent in the classic 2e Dark Sun, and fair game for later editions to call attention to. Whence, what about Feywild? I agree with how 4e translates the Dark Sun local areas of Positive Material Plane, as Fey Crossings. Thus Fey themes also make sense as a scarce and dwindling presence, but present.
I divide the potential 5e Dark Sun into three categories. "Classic" which closely models the 2e options, "sensical" which werent in 2e but make sense, and finally no-just-no but of course each DM can do whatever one wants.
For the "classic" Dark Sun, its 2e "Bard" is really the 5e Rogue Assassin with an Entertainer background, but these 5e options should be rewritten for Dark Sun setting flavor. The Athasian Elf is the Wood Elf with speed etcetera but the 5e wilderness flavor is desert. The Templar should probably be a new Warlock subclass. The UA translation feels correct: everywhere 2e says "magic-user", this means 5e Sorcerer, not 5e Wizard.
For the "sensical" 5e Dark Sun, Barbarian is fine, and Psi Warrior, Soul Knife, some Paladin oaths are ok, like Vengence and Glory, and maybe a Feywild Ancients, but not Devotion. In Dark Sun the Dragons are the result of magical experiments, thus Dragonborn makes sense as a byproduct of the experimentation.
No-just-no, includes Gnome as well as Orc, or any kind of theism.

