What does it mean that it is a "magical apocalyptic" world? Are there areas of "high (magic) tech" waiting to be found?
I think the idea is to emphasise that it was a post apocalyptic setting.But the whole point of having a "different" setting is for it to be different. Explaining how it's really just a standard D&D world after some earth-shaking events is counter to its purpose. It doesn't need a connection to the core D&D canon -- Dark Sun difference from that canon is its raison d'etre.
In 4e this could take on an intersting twist- imagine if the DM were to take the races the group decides to play- any race they want- and then reveal during the game that all the other races were wiped out. That could get a little goofy if somebody wanted to play a new rance...
Agreed. At the moment this is exactly what I want, so that by next Christmas, I can mix one part Dark Sun with one part Gamma World and run a Thundarr the Barbarian campaign. "Ahhhhhhhhh-Hee!"
For me, there are some things that I want ideas in how to explain them. For example, most of the world is illiterate. How do they pass on knowledge? Obviously, it can be done, but they can't be unable to memorize or learn things or they won't survive!
It's like what I imagine the John Carter of Mars stories might be like.
That was my other thought... Although, my players aren't quite serious enough to play something like Barsoom. Thundarr is something they could have fun with.
Gnomes and Dwarves don't come across to Players as weird and unusual, they destroy the feeling of mystery and wonder.
Obryn;5159516(EDIT: I mean said:Maybe the other Sorcerer Kings, snickering in the corner at him, are the ones who coined the name. I mean, who comes up with their own nicknames, anyways?