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Dark Sun as a Hopepunk Setting
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<blockquote data-quote="Shadowdweller00" data-source="post: 9530299" data-attributes="member: 6778479"><p>That sounds great for a particular campaign or "adventure path". But not so great for a campaign setting. Settings need to be more broad and expansive - to let DMs carve their own plotlines and find their own personal niche in. Maybe one DM wants wants to run a game where the PCs are members of a thieves guild in that settings. Or explorers trying to make their fortune in the trackless wastes. Instead of trying to save the world yet again.</p><p></p><p>If you want to emphasize the fact that the setting is NOT hopeless; that the PCs CAN make a difference, I would instead recommend outlining the incremental steps that can be made toward eventual liberation from the sorcerer-kings' tyranny and/or addressing the other problems that plague the world. With suggestions on what type of adventure arcs might be appropriate to help improve things; and/or what type of resources the PCs might have at their disposal if they want to work toward such goals. Something that could be used as a setting backdrop even if the PCs aren't directly involved.</p><p></p><p>For example:</p><p>Stage 0 - The sorcerer-kings control everything. And as far as anyone knows, nobody who has had the courage to even stand up to them has ever survived. <em>Grimdark</em></p><p></p><p>Stage 1 - Minor acts of resistance are known to have occurred. An assault on a sorcerer-kings templars there. Some slaves freed here. Nobody has heard of any organized resistance, but there might be some people here or there receptive to the idea of standing up to the tyrants.</p><p></p><p>Stage 2 - People have heard rumors of dissident groups. But they exist in secret, without controlling any sort of territory beyond maybe a safe house. The sorcerer-kings have declared terrible reprisals on them and anyone known to have aided them. They might be able to provide a place to hide or some information if the PCs are amongst them or make contact with them.</p><p></p><p>Stage 3 - There is a well organized resistance movement with a seat of operations. People don't know EXACTLY where it is, maybe deep in that hard-to-reach desert. The PCs have material support and some militant allies if they want to fight the sorcerer-kings.</p><p></p><p>Stage 4 - There is a strong and well-organized resistance with actual armies who have possibly already liberated a known city and deposed a single sorcerer-king. Unfortunately, they are still vastly outnumbered by the others. And they have DEFINITELY drawn their attention. The PCs may be spearheading operations or not. But if they are fighting, they are not fighting alone.</p><p></p><p>Stage 5 - There is widespread, organized resistance with strong allies amongst indigenous tribes and powerful guilds across many settlements. The remaining sorcerer-kings are increasingly desperate and willing to cast doomsday spells, summon demon lords, or raise fractious armies of giants to preserve their power...if they aren't stopped.</p><p></p><p>Stage 6+ - The land is free! There might be some damage still to heal for some time to come. And a handful of secret, sorcerer-king strongholds hidden deep in desolate areas. But they no longer control society. Now comes the question of how the new nations will rule themselves, likely with a hefty share of problems and missteps.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 9530299, member: 6778479"] That sounds great for a particular campaign or "adventure path". But not so great for a campaign setting. Settings need to be more broad and expansive - to let DMs carve their own plotlines and find their own personal niche in. Maybe one DM wants wants to run a game where the PCs are members of a thieves guild in that settings. Or explorers trying to make their fortune in the trackless wastes. Instead of trying to save the world yet again. If you want to emphasize the fact that the setting is NOT hopeless; that the PCs CAN make a difference, I would instead recommend outlining the incremental steps that can be made toward eventual liberation from the sorcerer-kings' tyranny and/or addressing the other problems that plague the world. With suggestions on what type of adventure arcs might be appropriate to help improve things; and/or what type of resources the PCs might have at their disposal if they want to work toward such goals. Something that could be used as a setting backdrop even if the PCs aren't directly involved. For example: Stage 0 - The sorcerer-kings control everything. And as far as anyone knows, nobody who has had the courage to even stand up to them has ever survived. [I]Grimdark[/I] Stage 1 - Minor acts of resistance are known to have occurred. An assault on a sorcerer-kings templars there. Some slaves freed here. Nobody has heard of any organized resistance, but there might be some people here or there receptive to the idea of standing up to the tyrants. Stage 2 - People have heard rumors of dissident groups. But they exist in secret, without controlling any sort of territory beyond maybe a safe house. The sorcerer-kings have declared terrible reprisals on them and anyone known to have aided them. They might be able to provide a place to hide or some information if the PCs are amongst them or make contact with them. Stage 3 - There is a well organized resistance movement with a seat of operations. People don't know EXACTLY where it is, maybe deep in that hard-to-reach desert. The PCs have material support and some militant allies if they want to fight the sorcerer-kings. Stage 4 - There is a strong and well-organized resistance with actual armies who have possibly already liberated a known city and deposed a single sorcerer-king. Unfortunately, they are still vastly outnumbered by the others. And they have DEFINITELY drawn their attention. The PCs may be spearheading operations or not. But if they are fighting, they are not fighting alone. Stage 5 - There is widespread, organized resistance with strong allies amongst indigenous tribes and powerful guilds across many settlements. The remaining sorcerer-kings are increasingly desperate and willing to cast doomsday spells, summon demon lords, or raise fractious armies of giants to preserve their power...if they aren't stopped. Stage 6+ - The land is free! There might be some damage still to heal for some time to come. And a handful of secret, sorcerer-king strongholds hidden deep in desolate areas. But they no longer control society. Now comes the question of how the new nations will rule themselves, likely with a hefty share of problems and missteps. [/QUOTE]
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