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Tell me about your experiences playing Dark Sun
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 8098306" data-attributes="member: 4682"><p>Dark Sun felt like an advanced setting to run well. Running the harsh environment by the rules was a major buzz kill, lack of metal meaning equipment has rules to break at exceptional rates. Heat rules and water rules added an accounting to the game that many players and DMs might not find causally fun.</p><p></p><p>A big attraction to AD&D Dark Sun was some of the power gamer service built in. Starting at 3rd level. Ability scores up to 20 (when 18 was max in core AD&D). Everyone with a chance for psionic wild talents. Large size characters as Half Giants or Thri Kreen (they were large back then), plus fighting with 4 limbs!</p><p></p><p>We ignored the character trees aspect, though all of us created them. We know the trees were really there because we were meant to expect character death in high rates but none of us could get beyond our attachment to our characters. It takes a special table of DMs and players to agree on going into a setting where character death is deliberately high.</p><p></p><p>We ignored the weapon breaking rules, and just went with the penalties.</p><p></p><p>We played the published adventures, but they were just not great and a bit railroadie.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 8098306, member: 4682"] Dark Sun felt like an advanced setting to run well. Running the harsh environment by the rules was a major buzz kill, lack of metal meaning equipment has rules to break at exceptional rates. Heat rules and water rules added an accounting to the game that many players and DMs might not find causally fun. A big attraction to AD&D Dark Sun was some of the power gamer service built in. Starting at 3rd level. Ability scores up to 20 (when 18 was max in core AD&D). Everyone with a chance for psionic wild talents. Large size characters as Half Giants or Thri Kreen (they were large back then), plus fighting with 4 limbs! We ignored the character trees aspect, though all of us created them. We know the trees were really there because we were meant to expect character death in high rates but none of us could get beyond our attachment to our characters. It takes a special table of DMs and players to agree on going into a setting where character death is deliberately high. We ignored the weapon breaking rules, and just went with the penalties. We played the published adventures, but they were just not great and a bit railroadie. [/QUOTE]
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Tell me about your experiences playing Dark Sun
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