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Tell me about your experiences playing Dark Sun
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<blockquote data-quote="Unwise" data-source="post: 8098338" data-attributes="member: 98008"><p>The official D&D adventures did this too. I remember a much hyped set of 4e D&D adventures, where the first room of the first dungeon had the PCs come across a pool of water about 10x25x25 feet in size. This was not a treasury, or a city's well or anything, just a random room in a dungeon so they could put in a water monster/trap. The PCs were rich before they did anything. They had obviously just got a dungeon from elsewhere and transplanted it into Dark Sun without thought or context. I found this to be pretty typical.</p><p></p><p>Also, Dark Sun had issues around believability with the lack of metal, wood and water. Most adventures still had locks to pick, chests to open etc. Are they really making all these locks from ceramic or bone? Where did the wood for the door and chest come from? There is no forest for hundreds of miles. How did we even make the mud houses without water?</p><p></p><p>It is just not a setting where cities or even villages would realistically exist for long. I found myself scaling down the scarcity of resources. I also made enchanted wells, where the water would refresh you, but only if you drank it right away or it disappeared. So the water scarcity was what limited travel, as people cluster around these wells to build cities. Water was a precious resource as it allowed travel and convenience.</p></blockquote><p></p>
[QUOTE="Unwise, post: 8098338, member: 98008"] The official D&D adventures did this too. I remember a much hyped set of 4e D&D adventures, where the first room of the first dungeon had the PCs come across a pool of water about 10x25x25 feet in size. This was not a treasury, or a city's well or anything, just a random room in a dungeon so they could put in a water monster/trap. The PCs were rich before they did anything. They had obviously just got a dungeon from elsewhere and transplanted it into Dark Sun without thought or context. I found this to be pretty typical. Also, Dark Sun had issues around believability with the lack of metal, wood and water. Most adventures still had locks to pick, chests to open etc. Are they really making all these locks from ceramic or bone? Where did the wood for the door and chest come from? There is no forest for hundreds of miles. How did we even make the mud houses without water? It is just not a setting where cities or even villages would realistically exist for long. I found myself scaling down the scarcity of resources. I also made enchanted wells, where the water would refresh you, but only if you drank it right away or it disappeared. So the water scarcity was what limited travel, as people cluster around these wells to build cities. Water was a precious resource as it allowed travel and convenience. [/QUOTE]
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