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*Dungeons & Dragons
DnDBeyond leaks Dark Sun?
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<blockquote data-quote="Redwizard007" data-source="post: 8757664" data-attributes="member: 7024098"><p>I think you missed the theme of Rogue One pretty dramatically. I wouldn't derail this thread on a tangent, but this all applies to DS as well as SW.</p><p></p><p>Evil empires, corrupt city-states, secret police, slavers and raiders, hostile environments and seemingly random destruction are all great tools for telling a story, but there needs to be some form of hope for motivation. That hope doesn't have to be campaign altering, but it must be present in some form. Without hope, what are you trying to accomplish?</p><p></p><p>Escaping slavery is one obvious hope in DS. Maybe to a slave tribe in the wastes. Maybe becoming valuable to a noble or Templar. Maybe just jetting off to another city or village. After that, naturally, comes rescuing those you left behind.</p><p></p><p>Finding safety is another obvious hope, and driver of DS campaigns. That could mean ripping down a SK and his templars to seize power for yourself, but it could just as easily be finding a hidden valley where your rain cleric can cause crops to grow. It could also be building a formidable mercenary company, or reclaiming ancient ruins or magic. Anything that gives you some degree of safety and security. </p><p></p><p>Banding together with like minded people is another easy one. The Veiled Alliance or theives guilds are obvious, but druids, clerics, merchant houses or even a cabal of enlightened nobles all provide extensive resources, contacts, a degree of safety and a pool of like minded allies.</p><p></p><p>Dark Sun isn't about changing THE world. It is about changing YOUR world. Small victories. More intimate scales. Everything is personal. That's why it is perfect for small parties and solo play.</p></blockquote><p></p>
[QUOTE="Redwizard007, post: 8757664, member: 7024098"] I think you missed the theme of Rogue One pretty dramatically. I wouldn't derail this thread on a tangent, but this all applies to DS as well as SW. Evil empires, corrupt city-states, secret police, slavers and raiders, hostile environments and seemingly random destruction are all great tools for telling a story, but there needs to be some form of hope for motivation. That hope doesn't have to be campaign altering, but it must be present in some form. Without hope, what are you trying to accomplish? Escaping slavery is one obvious hope in DS. Maybe to a slave tribe in the wastes. Maybe becoming valuable to a noble or Templar. Maybe just jetting off to another city or village. After that, naturally, comes rescuing those you left behind. Finding safety is another obvious hope, and driver of DS campaigns. That could mean ripping down a SK and his templars to seize power for yourself, but it could just as easily be finding a hidden valley where your rain cleric can cause crops to grow. It could also be building a formidable mercenary company, or reclaiming ancient ruins or magic. Anything that gives you some degree of safety and security. Banding together with like minded people is another easy one. The Veiled Alliance or theives guilds are obvious, but druids, clerics, merchant houses or even a cabal of enlightened nobles all provide extensive resources, contacts, a degree of safety and a pool of like minded allies. Dark Sun isn't about changing THE world. It is about changing YOUR world. Small victories. More intimate scales. Everything is personal. That's why it is perfect for small parties and solo play. [/QUOTE]
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