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Dark Sun Hopes & Dreams & Fears & Nightmares
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<blockquote data-quote="Pbartender" data-source="post: 5162694" data-attributes="member: 7533"><p>I dunno... I never really saw that.</p><p></p><p>Now, I like Dark Sun. I like it a lot. The concepts behind it are fascinating. I played in some truly fun Dark Sun campaigns years and years ago back when I was in high school...</p><p></p><p>But for me (and the other guys I played with) at that time, there were already dangerous desolate deserts, anti-magic zones, places where psionics trumped magic, places where the gods couldn't intervene, places where the normal gamut of creatures were replaced by the new and extraordinary, places where metal was rare and so stone and bone weaponry were all that was available -- These were already included in most other standard D&D campaigns to one degree or another, so Dark Sun was really nothing new. It was simply a microcosm expanded and embellished, Star Wars fashion, into an entire world.</p><p></p><p>The inability to escape Athas didn't make it any more unique or interesting for us. It only made the setting a one-trick pony that wore out its welcome after a campaign or two, and all the players had decided that they were bored with deserts and psionics and the frustrations of having high-level characters ignominiously die from thirst, and wanted to play something else.</p><p></p><p>Like Ravenloft and Spelljammer, for us Dark Sun became a fun place to visit, but no place we wanted to play in for more than a short campaign.</p><p></p><p>So, while I really like the idea of Dark Sun, I think there's quite some room for improvement if they want to make it a longer lasting campaign setting.</p><p></p><p>I think adding in things like the Feywild or the Shadowfell would be a wild card, though... Whether or not they improve the setting or ruin it, depends entirely on how they're handled.</p><p></p><p>Considering it, I think another good option might simply be to leave them out by default, but have a short Appendix about how to safely add in extra standard D&D elements, should you choose to... Much like how they've had side bars in Adventure modules with guidelines for inserting the adventure into the different standard settings.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 5162694, member: 7533"] I dunno... I never really saw that. Now, I like Dark Sun. I like it a lot. The concepts behind it are fascinating. I played in some truly fun Dark Sun campaigns years and years ago back when I was in high school... But for me (and the other guys I played with) at that time, there were already dangerous desolate deserts, anti-magic zones, places where psionics trumped magic, places where the gods couldn't intervene, places where the normal gamut of creatures were replaced by the new and extraordinary, places where metal was rare and so stone and bone weaponry were all that was available -- These were already included in most other standard D&D campaigns to one degree or another, so Dark Sun was really nothing new. It was simply a microcosm expanded and embellished, Star Wars fashion, into an entire world. The inability to escape Athas didn't make it any more unique or interesting for us. It only made the setting a one-trick pony that wore out its welcome after a campaign or two, and all the players had decided that they were bored with deserts and psionics and the frustrations of having high-level characters ignominiously die from thirst, and wanted to play something else. Like Ravenloft and Spelljammer, for us Dark Sun became a fun place to visit, but no place we wanted to play in for more than a short campaign. So, while I really like the idea of Dark Sun, I think there's quite some room for improvement if they want to make it a longer lasting campaign setting. I think adding in things like the Feywild or the Shadowfell would be a wild card, though... Whether or not they improve the setting or ruin it, depends entirely on how they're handled. Considering it, I think another good option might simply be to leave them out by default, but have a short Appendix about how to safely add in extra standard D&D elements, should you choose to... Much like how they've had side bars in Adventure modules with guidelines for inserting the adventure into the different standard settings. [/QUOTE]
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