Revisiting Dark Sun

I can completely see Dark Sun becoming better with modern cleaned-up rules. Perhaps it will be Dark Sun that brings more people over from the anti-4E camp than any other campaign world?:)
 

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I can completely see Dark Sun becoming better with modern cleaned-up rules. Perhaps it will be Dark Sun that brings more people over from the anti-4E camp than any other campaign world?:)
Agreed. On the other hand, I'm afraid Dark Sun may end up dying the Greyhawk (and DragonLance?) death -- reworked too many times in potentially conflicting ways, with fans of one version disliking the others.

As much as I liked the original Dark Sun, I didn't closely follow the changes done to the setting. My understanding, however, is that they were significant. If WotC pushes the kitchen sink aspect of 4e too hard, especially on top of the 2e shift, they could easily alienate Dark Sun fans. Hopefully, the FR revision was painful enough they don't try something like that again.
 

I can completely see Dark Sun becoming better with modern cleaned-up rules. Perhaps it will be Dark Sun that brings more people over from the anti-4E camp than any other campaign world?:)

It depends upon why they dislike 4Ed and like DarkSun.

In my case, my strong dislike of 4Ed mechanics would overshadow my love of the setting...so I won't even look at it.

However, if its well done, it could well be THE setting for 4Ed or at least a strong #2. (Something it never was in previous editions.) Why? Because it is such an imaginative setting, and, like it was previous, it stands out from other FRPG settings on the market, and creativity is its own magnetic force.
 

Dark Sun was always a favorite setting of mine and I still have most of the books and boxed sets for it. The supplements for it were very hit and miss though as it seemed not all the writers were on the same page with what the setting was. From what was published there was always a lot of cool potential that never seemed realized and some things that just make me want to cringe when I think about them.
 

Dark Sun gave a lot in terms of character power but demanded a lot in terms of actually influencing the world in which the characters operated. It was challenging for both players and DMs to adjust their imaginations to such a radically different setting.

That being said, we have a lot to look forward to. DS was always the best setting for for people who like psionics because it was an integral part of the world. New races like the Mul and the Thri Kreen were inspired, and the DS take on Halflings was awesome. The classes were very well crafted in that they tied directly in to the setting in a serious way: there wasn't much difference between a Greyhawk mage or one from the Realms, but the Defiler was loaded with neat gameplay and role-playing opportunities. I hope they give Gladiators their due--given the balance of character class powers in 4E I think they'll be better this time around.

Anyone who thinks they might want to run a Dark Sun game would do well to get their hands on a copy of Freedom (Adventure DS1). It was a great story to kick off a new DS campaign and will make a nice conversion once we have the new rules in hand.
 

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