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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would you re-envision Darksun with 4e?
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<blockquote data-quote="Nork" data-source="post: 4197141" data-attributes="member: 59879"><p>I think they needed to kill a <em>few</em> SKs for the setting to work. Or at least Kalak.</p><p></p><p>The 'problem' with the setting was that the SKs and the Templar system was just too oppressive and omni-present. The idea that a band of players could be running around doing their own thing while being powerful simply didn't work. What templar would take one look at them without instantly deciding they were slaves and his property as of right then and there?</p><p></p><p>It didn't even make any rational sense for the players to be able to successfully resist the templar either. Your a level 20 psionicst, 20 defiler, x dragon, and you rule your city-state as a living god. Somebody just defied your priest, in public no less. What do you do? You make sure they get a beat-down that is measured in biblical units right then and there, and you do it where everyone can see. There is no power but yours, end of story.</p><p></p><p></p><p>Now, when a bunch of slaves and nobles got togeather and waxed Kalak and Tyr became Free Tyr, things changed. It made a LOT more sense for the other SKs to still be the undisputed masters of their realm, but for the SKs and their templars to also be watching their P's and Q's. They can't go around just pushing folks about simply because 'I'm a god, my rule is absolute, deal with it'. They've got to justify it. "We had to use our uber-powers to trash these folks because they broke my law, and my law exists to protect the stability and power of the city. Without my efforts things could devolve into chaos and you'd die in a wasteland." No need to think about revolt here folks. </p><p></p><p>The SKs and their agents no longer have to maintain pretenses either. They ain't fooling anyone with a story about how they are an unkillable god anymore, so no need to beat down anyone strong enough to do their own thing, and thereby plant the seed of the concept of the possibility of resistnace, anymore. Why expend the effort if they are not doing anything bothersome at the moment?</p><p></p><p>I think if they had just left the rest of the SKs alive, the setting would have been much better. Especially since players were most likely Tyrian citizens, and unrestricted hassling of Tyrian citizens abroad who are keeping their noses reasonably clean would be a super effective way to get the Tyrian council irked enough to make changes in how much iron they were willing to export and to whom. But on the flip side, the players can't go thumbing their nose at templars, because 'no unrestricted hassling', is not the same thing as 'no hassling'.</p><p></p><p>Especially since there were also places like Raam which were out of control, and despite having a SK and Templars, their control system was completely broken.</p><p></p><p>So yea. Killing Kalak = good for setting. Killing half the SKs = as bad for setting as finding Elminster at the top of the Pristine Tower.</p></blockquote><p></p>
[QUOTE="Nork, post: 4197141, member: 59879"] I think they needed to kill a [i]few[/i] SKs for the setting to work. Or at least Kalak. The 'problem' with the setting was that the SKs and the Templar system was just too oppressive and omni-present. The idea that a band of players could be running around doing their own thing while being powerful simply didn't work. What templar would take one look at them without instantly deciding they were slaves and his property as of right then and there? It didn't even make any rational sense for the players to be able to successfully resist the templar either. Your a level 20 psionicst, 20 defiler, x dragon, and you rule your city-state as a living god. Somebody just defied your priest, in public no less. What do you do? You make sure they get a beat-down that is measured in biblical units right then and there, and you do it where everyone can see. There is no power but yours, end of story. Now, when a bunch of slaves and nobles got togeather and waxed Kalak and Tyr became Free Tyr, things changed. It made a LOT more sense for the other SKs to still be the undisputed masters of their realm, but for the SKs and their templars to also be watching their P's and Q's. They can't go around just pushing folks about simply because 'I'm a god, my rule is absolute, deal with it'. They've got to justify it. "We had to use our uber-powers to trash these folks because they broke my law, and my law exists to protect the stability and power of the city. Without my efforts things could devolve into chaos and you'd die in a wasteland." No need to think about revolt here folks. The SKs and their agents no longer have to maintain pretenses either. They ain't fooling anyone with a story about how they are an unkillable god anymore, so no need to beat down anyone strong enough to do their own thing, and thereby plant the seed of the concept of the possibility of resistnace, anymore. Why expend the effort if they are not doing anything bothersome at the moment? I think if they had just left the rest of the SKs alive, the setting would have been much better. Especially since players were most likely Tyrian citizens, and unrestricted hassling of Tyrian citizens abroad who are keeping their noses reasonably clean would be a super effective way to get the Tyrian council irked enough to make changes in how much iron they were willing to export and to whom. But on the flip side, the players can't go thumbing their nose at templars, because 'no unrestricted hassling', is not the same thing as 'no hassling'. Especially since there were also places like Raam which were out of control, and despite having a SK and Templars, their control system was completely broken. So yea. Killing Kalak = good for setting. Killing half the SKs = as bad for setting as finding Elminster at the top of the Pristine Tower. [/QUOTE]
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