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General Tabletop Discussion
*Dungeons & Dragons
Dark Sun as a Hopepunk Setting
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<blockquote data-quote="Steampunkette" data-source="post: 9531820" data-attributes="member: 6796468"><p>When Dark Sun was introduced it had Clerics. Well. Okay. "Priests". But you know what I mean.</p><p></p><p>Rather than working with the Gods, which didn't exist, they were "Kind Of" elementalists. They worshipped the Sun, the Rain, the Mud, and the Ash. </p><p></p><p>You'd just need to make those domains and have them be the domains for Clerics in the setting. Though you could allow the other domains and just have the player describe how they're getting "Life" from Rain or "Death" from Ash.</p><p></p><p>As far as spells like "Create Water"... just pull a Ravenloft and say "Those spells don't work in this reality".</p><p></p><p>But it's WAY easier to say "No" to a specific spell (Silvery Barbs, anyone?) than it is to a whole class or race. Especially when there's in-narrative solutions already written (Wasteland Mutants were a thing in 2e Dark Sun)</p><p></p><p>Oh, for sure. </p><p></p><p>My thing is "Making room for the core materials" which means coming up with an explanation for Tiefling and Dragonborn (and Dray does work!) and classes (for which there's already some wiggle room so long as you're comfortable with 'Templar' being an organization with different kinds of Templars in it, rather than all templars being the same class).</p><p></p><p>And then cut out the spells and features that make it too easy, replace them where possible.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9531820, member: 6796468"] When Dark Sun was introduced it had Clerics. Well. Okay. "Priests". But you know what I mean. Rather than working with the Gods, which didn't exist, they were "Kind Of" elementalists. They worshipped the Sun, the Rain, the Mud, and the Ash. You'd just need to make those domains and have them be the domains for Clerics in the setting. Though you could allow the other domains and just have the player describe how they're getting "Life" from Rain or "Death" from Ash. As far as spells like "Create Water"... just pull a Ravenloft and say "Those spells don't work in this reality". But it's WAY easier to say "No" to a specific spell (Silvery Barbs, anyone?) than it is to a whole class or race. Especially when there's in-narrative solutions already written (Wasteland Mutants were a thing in 2e Dark Sun) Oh, for sure. My thing is "Making room for the core materials" which means coming up with an explanation for Tiefling and Dragonborn (and Dray does work!) and classes (for which there's already some wiggle room so long as you're comfortable with 'Templar' being an organization with different kinds of Templars in it, rather than all templars being the same class). And then cut out the spells and features that make it too easy, replace them where possible. [/QUOTE]
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