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[UPDATE: Deadworlds is out NOW!] Hey, do you like the Mad Max films, mantis-people, and running characters through death-trap wastelands? Because Dead
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<blockquote data-quote="Acr0ssTh3P0nd" data-source="post: 6948748" data-attributes="member: 6762652"><p>I've never denied that Dark Sun has been an incredibly strong influence throughout the dev process of <em>Deadworlds</em>, and indeed, <em>Deadworlds</em> started as simply a Dark Sun conversion. I give full credit to the Dark Sun TSR team at the beginning of <em>Deadworlds. </em>I think you'd be hard pressed to find anywhere where I ever claim to have invented and own half-dwarves, mantis-people, their lore, etc, etc. If you take a look at the Reddit thread where I first announced it, I'm <a href="https://www.reddit.com/r/DnD/comments/5cxaey/hey_do_you_like_the_mad_max_films_mantispeople/da0en7t/" target="_blank">quick to clarify that <em>Deadworlds </em>is very much compatible with Dark Sun, but has enough original material and a wide enough application that it wouldn't be accurate to call it a direct conversion. </a></p><p></p><p>If you don’t like the idea of this product because it uses the Dark Sun lore as the basis for so much of the material, then that’s fine, and I can totally understand that. I would, however, like to simply suggest that the selling point of this material is not the ideas, <em>but the execution thereof</em>. I’ve spent a year working on this, and believe me, most of that was <em>not </em>on figuring out how to “rip off” aspects of Dark Sun lore. If I had come up with entirely original ideas rather than using the Dark Sun lore for inspiration for a good portion of the material, it would have added – at most – a month of development time. If there's anything my five years of learning game dev has taught me, it's that good ideas are not how you make a good product - time, effort, and competent execution are. </p><p></p><p>And even then, now we have to figure out the difference between original Dark Sun lore and Dark Sun adaptation of post-apocalyptic tropes. Fanatically loyal underlings who worship their leader as a god? Not just Dark Sun. Psychic mutants in the wastelands? Not just Dark Sun.</p><p></p><p>I refuse to take credit for the work done by the good folks at TSR. To claim someone else's work as my own is a disgusting idea to me. But I will whole-heartedly claim credit for the year I spent creating mechanics that transfer the lore of Dark Sun, and worlds like it, to the 5th Edition of D&D. I spent months iterating and reiterating, collecting and analysing feedback, to get the mechanics to where they are today. I will proudly claim that my work here is the closest I have seen anyone get to something that feels like an official post-apocalyptic supplement, and I know for a fact that it hews more closely to WotC's 5e design philosophy than some DM's Guild products made by teams three times bigger.</p><p></p><p>I believe that this product, and my time put into it, is worth people's money. In order to legally sell it, I had to change all the names and terms. If I could use the original names on the release, I would, but I can't. I've also tried to distance myself from Dark Sun a bit, because I didn't want to be seen as "leeching off" the Dark Sun brand (although I suppose that that backfired <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" />). If people want to play Dark Sun and understood the origins of some of the races, great! If people want to play generic post-apocalyptic fantasy, and they buy <em>Deadworlds</em>, then hopefully I've put in enough info on Dark Sun to make them want to seek out more. I certainly have put in all that I felt legally comfortable with.</p><p></p><p>I’ll end with this statement: I don’t ever remember reading about a flame-spewing, heavy metal bard in any Dark Sun material, but take a look at the cover and the free material that I’m using to represent the work. D&D has made its name in taking tropes and popular characters and putting them on the tabletop in mechanical form, and that is exactly what I have done here. Dark Sun happens to include a butt-tonne of those tropes, and it would be remiss of me to make a post-apocalyptic D&D product that did not allow DMs to use it to run that famously deadly setting.</p><p></p><p>TL;DR - I changed all the names to avoid legal troubles, not to try to claim them as my own. I didn't mention Dark Sun more (a) because I wanted the product to stand more on its own as a homage and as a quality product in its own right, rather than lean on the recognition of a brand that I have no professional connection to, and (b) because the DM's Guild doesn't allow authors to use WotC-owned settings that it hasn't approved, so I had to keep it generic.</p></blockquote><p></p>
[QUOTE="Acr0ssTh3P0nd, post: 6948748, member: 6762652"] I've never denied that Dark Sun has been an incredibly strong influence throughout the dev process of [I]Deadworlds[/I], and indeed, [I]Deadworlds[/I] started as simply a Dark Sun conversion. I give full credit to the Dark Sun TSR team at the beginning of [I]Deadworlds. [/I]I think you'd be hard pressed to find anywhere where I ever claim to have invented and own half-dwarves, mantis-people, their lore, etc, etc. If you take a look at the Reddit thread where I first announced it, I'm [URL="https://www.reddit.com/r/DnD/comments/5cxaey/hey_do_you_like_the_mad_max_films_mantispeople/da0en7t/"]quick to clarify that [I]Deadworlds [/I]is very much compatible with Dark Sun, but has enough original material and a wide enough application that it wouldn't be accurate to call it a direct conversion. [/URL] If you don’t like the idea of this product because it uses the Dark Sun lore as the basis for so much of the material, then that’s fine, and I can totally understand that. I would, however, like to simply suggest that the selling point of this material is not the ideas, [I]but the execution thereof[/I]. I’ve spent a year working on this, and believe me, most of that was [I]not [/I]on figuring out how to “rip off” aspects of Dark Sun lore. If I had come up with entirely original ideas rather than using the Dark Sun lore for inspiration for a good portion of the material, it would have added – at most – a month of development time. If there's anything my five years of learning game dev has taught me, it's that good ideas are not how you make a good product - time, effort, and competent execution are. And even then, now we have to figure out the difference between original Dark Sun lore and Dark Sun adaptation of post-apocalyptic tropes. Fanatically loyal underlings who worship their leader as a god? Not just Dark Sun. Psychic mutants in the wastelands? Not just Dark Sun. I refuse to take credit for the work done by the good folks at TSR. To claim someone else's work as my own is a disgusting idea to me. But I will whole-heartedly claim credit for the year I spent creating mechanics that transfer the lore of Dark Sun, and worlds like it, to the 5th Edition of D&D. I spent months iterating and reiterating, collecting and analysing feedback, to get the mechanics to where they are today. I will proudly claim that my work here is the closest I have seen anyone get to something that feels like an official post-apocalyptic supplement, and I know for a fact that it hews more closely to WotC's 5e design philosophy than some DM's Guild products made by teams three times bigger. I believe that this product, and my time put into it, is worth people's money. In order to legally sell it, I had to change all the names and terms. If I could use the original names on the release, I would, but I can't. I've also tried to distance myself from Dark Sun a bit, because I didn't want to be seen as "leeching off" the Dark Sun brand (although I suppose that that backfired :erm:). If people want to play Dark Sun and understood the origins of some of the races, great! If people want to play generic post-apocalyptic fantasy, and they buy [I]Deadworlds[/I], then hopefully I've put in enough info on Dark Sun to make them want to seek out more. I certainly have put in all that I felt legally comfortable with. I’ll end with this statement: I don’t ever remember reading about a flame-spewing, heavy metal bard in any Dark Sun material, but take a look at the cover and the free material that I’m using to represent the work. D&D has made its name in taking tropes and popular characters and putting them on the tabletop in mechanical form, and that is exactly what I have done here. Dark Sun happens to include a butt-tonne of those tropes, and it would be remiss of me to make a post-apocalyptic D&D product that did not allow DMs to use it to run that famously deadly setting. TL;DR - I changed all the names to avoid legal troubles, not to try to claim them as my own. I didn't mention Dark Sun more (a) because I wanted the product to stand more on its own as a homage and as a quality product in its own right, rather than lean on the recognition of a brand that I have no professional connection to, and (b) because the DM's Guild doesn't allow authors to use WotC-owned settings that it hasn't approved, so I had to keep it generic. [/QUOTE]
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[UPDATE: Deadworlds is out NOW!] Hey, do you like the Mad Max films, mantis-people, and running characters through death-trap wastelands? Because Dead
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