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Just discovered Dark Sun -- have questions!
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 1961145" data-attributes="member: 4682"><p>Well, it is one of the TSR settings where role-playing issues in regards to classes were integral to the setting's presentation and play.</p><p></p><p>It is easy to ignore some issues and just adopt your favorite features of Dark Sun into your own "post-apoc fantasy" setting.</p><p></p><p>Dark Sun was certainly an experiment to see how many sacred cows of traditional D&D could be twisted. Its original presentation to TSR management didn't even have elves, halflings, or dwarves. Management insisted that those races be inserted for the mere fact of familiarity to the customer base. Of course, the designers put their own twist on those races. Elves: greatly taller than humans, tribal raiders plundering everyone. Dwarves: hairless. Halflings: primitive savages, the creator race of the planet. Dragons: metamorphosed human defiler/psionicists.</p><p></p><p>Another integral issue is that metal is scarce and inferior material weapons are what everyone uses. Importing a non-Dark Sun adventure can be a chore. I tried this once, and my PCs started disassembling doors for the nails and hinges so they could sell them for the value. Forget the monsters! The doors were sources of greater treasure! Oops on my part, of course.</p><p></p><p>An aside: many Core D&D monsters do not exist in Dark Sun. Especially undead. There are skeleton and zombies, but no ghouls, wights, ghasts, wraiths, mummies, specters, vampires, ghosts or liches. Athas has its own unique undead. There are many other Core D&D beasties which are not in Dark Sun as well.</p><p></p><p>It's just not easy to simply drop core D&D into the setting of Dark Sun and not know how things were made different than the core assumptions. Core D&D isn't good for Dark Sun, true. Really, so many changes are important to the setting that Dark Sun would be better a D20 game. Athas.org is trying to keep as close to Core D&D as <em>possible</em>, WotC tasked them with this as a condition of being the official fansite. But Core D&D is very inappropriate to Dark Sun.</p><p></p><p>If you are one where there will likely never be consequences for public arcane spellcasting, beyond the defiling, sorcerers and wizards are equal. Of course, you can do what ever you wish in your own Dark Sun, as it goes without saying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Regards,</p><p>Eric Anondson</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 1961145, member: 4682"] Well, it is one of the TSR settings where role-playing issues in regards to classes were integral to the setting's presentation and play. It is easy to ignore some issues and just adopt your favorite features of Dark Sun into your own "post-apoc fantasy" setting. Dark Sun was certainly an experiment to see how many sacred cows of traditional D&D could be twisted. Its original presentation to TSR management didn't even have elves, halflings, or dwarves. Management insisted that those races be inserted for the mere fact of familiarity to the customer base. Of course, the designers put their own twist on those races. Elves: greatly taller than humans, tribal raiders plundering everyone. Dwarves: hairless. Halflings: primitive savages, the creator race of the planet. Dragons: metamorphosed human defiler/psionicists. Another integral issue is that metal is scarce and inferior material weapons are what everyone uses. Importing a non-Dark Sun adventure can be a chore. I tried this once, and my PCs started disassembling doors for the nails and hinges so they could sell them for the value. Forget the monsters! The doors were sources of greater treasure! Oops on my part, of course. An aside: many Core D&D monsters do not exist in Dark Sun. Especially undead. There are skeleton and zombies, but no ghouls, wights, ghasts, wraiths, mummies, specters, vampires, ghosts or liches. Athas has its own unique undead. There are many other Core D&D beasties which are not in Dark Sun as well. It's just not easy to simply drop core D&D into the setting of Dark Sun and not know how things were made different than the core assumptions. Core D&D isn't good for Dark Sun, true. Really, so many changes are important to the setting that Dark Sun would be better a D20 game. Athas.org is trying to keep as close to Core D&D as [i]possible[/i], WotC tasked them with this as a condition of being the official fansite. But Core D&D is very inappropriate to Dark Sun. If you are one where there will likely never be consequences for public arcane spellcasting, beyond the defiling, sorcerers and wizards are equal. Of course, you can do what ever you wish in your own Dark Sun, as it goes without saying. :) Regards, Eric Anondson [/QUOTE]
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