I'm A Banana
Potassium-Rich
I'm not proposing re-writing history, though maybe I am proposing 'advancing the timeline' a bit.
I mean, when you're a wizard and your spellbooks cause panic, wouldn't it be wise to develop a talent to cast spells without them? At their basic, mechanical level, sorcerers are wizards without spellbooks. You don't need to have the magic be inborn to preserve the in-game feel of a sorcerer. You just have to take the class abilities and translate them into Athas-ese, so to speak.
So if a wizard learned how to cast spells without a spellbook, this arcane talent, honing memory and body to be a natural spellcasting implement, the class would be a Sorcerer...and you're saying that doesn't fit the setting enough to not include it?
Pick and choose your monster schmorgasboard as you prefer...that's more acceptable than denying races and classes to people, anyway.
And at the very least, if you ARE denying races and classes, think about HOW that affects those people who could be playing. If someone likes the ecologically friendly and archer nature of an elf, give them some direction on a way that they can still have fun in DS (the savage halfling comes to mind). If someone wants to play a nomadic, mistrusted trader, give them a direction they can take to do that (the elf comes to mind...wierd how they just flip-flopped roles...
).
There should be some reason I'm denying them things in the PHB, and it should be a good reason...and 'because it was that way in 2e' isn't a good reason. I don't want a faithful conversion or a mechanical update. I want a setting as true to the harsh and unforgiving spirit of the giant sun as it is to the fun and fast and furious spirit of 3e. I want a setting I can get people new to the game to enjoy. I want a setting that helps me DM it, not one that tells me what I can and cannot do within it's rigid bounds.
Sorcerers and magical bards are not, as far as I can tell, harmful to the setting. Wizards who have trained without spellbooks, psionic songster-rogues, all golden, all attainable if you forget the 3e flavor, but preserve the 3e rules and overlay a DS flavor.
Why *shouldn't* bards develop psionic abilities to enhance their trade? Why shouldn't you be able to play a inventor of sloar power, obsidian, and stone who defiles themselves and casts spells in secret without books (gnomish sorcerer)? Or a brutish thug going against his nature and trying for justice (half-orc paladin)? Or a rich snob who has fallen into a life of harsh adventure they never wanted (Bilbo Baggins)?
These concepts certainly aren't alien to Dark Sun...so why are the tools used to role-play them forbidden? And why is no reasoning, no advice, no motive or method given for this madness other than 'it wasn't in 2e, so it's not in cannon, so it's not in 3e, either.' Why is it "Don't play what's against the rules," and not "Here's how to play Dark Sun, with the tools you have available..."
I mean, I would think in a place as harsh and unforgiving as Athas that new things would sprout up all the time. This gives me the impression that the world has stagnated...that because no Destrachans were mentioned in any DS material, Destrachans can't exist, because they're not part of the world. Because no bards cast spells before, none can now. Because the Sorcerer-Kings have always ruled, they always will. Because the world is dead it will always be. Because Dark Sun was made in second edition, it must adhere to all (or most) of it's second edition quirks.(Keep in mind, I'm not proposing all of these as actual reasonable changes.
)
IMHO, the DS team should've taken this opportunity to present how Dark Sun can change and grow and not loose it's distinctive flavor. Races? Monsters? Sure, fiddle with them, they're mostly/totally flavor. But give me reasons and advice, not do's/do not's. Justify your reasoning, help me understand the setting so as to present it in a way that evokes that harsh landscape, that mammal-less wilderness, that life on the edge between life and death. Help me guide players to characters they want to play, and how a character like that fits into the world. Certainly spellbook-free defiling Sorcerers can fit into Dark Sun without disrupting the feel of the game, or even the history that the game was based on. Ditto with psionic song-bards. And if the DS team, the most dedicated and knowledgable about Dark Sun, can't think of things like this, or can't get over that 2e 'conversion' hurdle, or for some strange reason thinks these ideas are crap, they should at least be able to give me a reasoning for it, and, if the idea is somehow workable but not exactly encouragable, some advice on how best to do it.
Dark Sun 3e should have been a conversion of Dark Sun 2e in the same way as 3e was a conversion of 2e -- it should've broken barriers and questioned reasoning and offered options and reinvented wheels, but, in the end, offered the same game with the same flavor and the same style as the original.
As it stands, Dark Sun 3e seems like Dark Sun 2e with rules that make slightly more sense and can be played in the same system. Which, to be honest, isn't what I want out of Dark Sun. I want the feel, the emotion, the suffering, the power, the raw nature, the opressed life, the world of Athas and all of it's glory. And you can't really give that to me by telling me which items off a list I get to pick and choose from. You have to re-work it, from the ground up, questioning everything, cutting the chaff, obeying the rules, and following the logic lines to their logical conclusions. You can't superimpose 3e on Dark Sun. You have to make Dark Sun for 3e. At least, for me to be content, you do.
2e was hole-ridden, balance-problematic, quirky, and nonsensical at times. There's no reason to resist moving the world as a whole forward, as far as I can see.
I mean, when you're a wizard and your spellbooks cause panic, wouldn't it be wise to develop a talent to cast spells without them? At their basic, mechanical level, sorcerers are wizards without spellbooks. You don't need to have the magic be inborn to preserve the in-game feel of a sorcerer. You just have to take the class abilities and translate them into Athas-ese, so to speak.
So if a wizard learned how to cast spells without a spellbook, this arcane talent, honing memory and body to be a natural spellcasting implement, the class would be a Sorcerer...and you're saying that doesn't fit the setting enough to not include it?
Pick and choose your monster schmorgasboard as you prefer...that's more acceptable than denying races and classes to people, anyway.


There should be some reason I'm denying them things in the PHB, and it should be a good reason...and 'because it was that way in 2e' isn't a good reason. I don't want a faithful conversion or a mechanical update. I want a setting as true to the harsh and unforgiving spirit of the giant sun as it is to the fun and fast and furious spirit of 3e. I want a setting I can get people new to the game to enjoy. I want a setting that helps me DM it, not one that tells me what I can and cannot do within it's rigid bounds.
Sorcerers and magical bards are not, as far as I can tell, harmful to the setting. Wizards who have trained without spellbooks, psionic songster-rogues, all golden, all attainable if you forget the 3e flavor, but preserve the 3e rules and overlay a DS flavor.
Why *shouldn't* bards develop psionic abilities to enhance their trade? Why shouldn't you be able to play a inventor of sloar power, obsidian, and stone who defiles themselves and casts spells in secret without books (gnomish sorcerer)? Or a brutish thug going against his nature and trying for justice (half-orc paladin)? Or a rich snob who has fallen into a life of harsh adventure they never wanted (Bilbo Baggins)?
These concepts certainly aren't alien to Dark Sun...so why are the tools used to role-play them forbidden? And why is no reasoning, no advice, no motive or method given for this madness other than 'it wasn't in 2e, so it's not in cannon, so it's not in 3e, either.' Why is it "Don't play what's against the rules," and not "Here's how to play Dark Sun, with the tools you have available..."
I mean, I would think in a place as harsh and unforgiving as Athas that new things would sprout up all the time. This gives me the impression that the world has stagnated...that because no Destrachans were mentioned in any DS material, Destrachans can't exist, because they're not part of the world. Because no bards cast spells before, none can now. Because the Sorcerer-Kings have always ruled, they always will. Because the world is dead it will always be. Because Dark Sun was made in second edition, it must adhere to all (or most) of it's second edition quirks.(Keep in mind, I'm not proposing all of these as actual reasonable changes.

IMHO, the DS team should've taken this opportunity to present how Dark Sun can change and grow and not loose it's distinctive flavor. Races? Monsters? Sure, fiddle with them, they're mostly/totally flavor. But give me reasons and advice, not do's/do not's. Justify your reasoning, help me understand the setting so as to present it in a way that evokes that harsh landscape, that mammal-less wilderness, that life on the edge between life and death. Help me guide players to characters they want to play, and how a character like that fits into the world. Certainly spellbook-free defiling Sorcerers can fit into Dark Sun without disrupting the feel of the game, or even the history that the game was based on. Ditto with psionic song-bards. And if the DS team, the most dedicated and knowledgable about Dark Sun, can't think of things like this, or can't get over that 2e 'conversion' hurdle, or for some strange reason thinks these ideas are crap, they should at least be able to give me a reasoning for it, and, if the idea is somehow workable but not exactly encouragable, some advice on how best to do it.
Dark Sun 3e should have been a conversion of Dark Sun 2e in the same way as 3e was a conversion of 2e -- it should've broken barriers and questioned reasoning and offered options and reinvented wheels, but, in the end, offered the same game with the same flavor and the same style as the original.
As it stands, Dark Sun 3e seems like Dark Sun 2e with rules that make slightly more sense and can be played in the same system. Which, to be honest, isn't what I want out of Dark Sun. I want the feel, the emotion, the suffering, the power, the raw nature, the opressed life, the world of Athas and all of it's glory. And you can't really give that to me by telling me which items off a list I get to pick and choose from. You have to re-work it, from the ground up, questioning everything, cutting the chaff, obeying the rules, and following the logic lines to their logical conclusions. You can't superimpose 3e on Dark Sun. You have to make Dark Sun for 3e. At least, for me to be content, you do.
2e was hole-ridden, balance-problematic, quirky, and nonsensical at times. There's no reason to resist moving the world as a whole forward, as far as I can see.