What do you like and dislike about Dark Sun?

Races - They cut gnomes, added Thri-kreen, Half-dwarves, half-giants.
Classes - they cut paladins, added gladiators, and Templars.
I knew they added a few races and classes. I didn't even notice the ones they took out.
In Dark Sun's defense, however, even though they kept the core 4 standard D&D races, they gave all but humans characteristics that made them unique among the pack...
Certainly they gave each core race (and class) a twist -- and that's a good thing -- but I wish they hadn't felt beholden enough to tradition to hang on to, say, Halflings.
And to mmadsen - THANK YOU. I knew I was missing the proper term for the "swords-&-sorcery" feel of Dark Sun. It does almost remind one of conan, if you look at it a certain way.
You're very welcome, Henry!

I see a few big differences between swords & sorcery and Tolkienesque fantasy. Swords & sorcery fantasy has a brooding hero, maybe a sidekick, perhaps a band of sell-swords, an alluring woman or two, and an evil sorcerer to kill. And they're all human. Tolkienesque fantasy has the Fellowship of the Ring -- a party with a dwarf, an elf, a wizard, etc. And no women -- except maybe an asexual (but beautiful) elf queen. Very D&D.

Also swords & sorcery fiction tends to take place across the (imaginary) globe, from quasi-Scandinavia, down to quasi-Africa, across to quasi-India, etc. Tolkienesque fantasy tends to be a bit more homogeneously Euro-medieval.

That's what I like about Dark Sun -- ancient desert empires, not quaint medieval villages.
 

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I'm thinking about buying the original Dark Sun boxed set, but I have a question:

Many people are mentioning the psionics in Dark Sun. Since psionics wasn't part of the core rules of 2nd edition AD&D, did you have to have something in addition to the MM, PH, DMG, and the Dark Sun boxed set to play?

(BTW, I agree that it's too bad that Dark Sun included dwarves, elves, and halflings. If I ever run the setting, you can be sure I'll ditch these three races.)
 




I hate the fact that the only group I could get to play the setting were horrid role-players.

:mad:

As is, though, I've lifted much of the original 1E/2E Source material for my own settings over the years, particularly Psionics, Psionic Enchantments, and more than a few of the races and many of the monsters. I liked Defilement, and even incorporated a similar method.

Overall, the greatest setting I've never played.
 
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You do not need the PsiHB to play either DS edition, although it helps. It does help if you're using the first edition of DS however. Also I suggest Will and the Way if you like DS Psionics.

For DS Revised (The 2nd link as mentioned), you actually really shouldn't even use the PsiHB (it uses the psi mechanics from Skills and Powers instead).

For a nice twist on '2e Epic' take a look at Dragon Kings if you can.
 


Needed to start Dark Sun campaign

The best books from the rpg line were the original boxed set (which is th is link, to answer Geoffery: http://cgi.ebay.com/ws/eBayISAPI.dl...1&category=2545 )
, dragon kings and terrors of the desert. The original boxed set and dragon kings was designed around the 2nd ed. psionics handbook. Dragon kings is mostly DM material that reveals epic level style movers and shakers of the setting (and allows the PCs to attain those positions eventually). Terrors of the desert is the first monster manual. Both books contain some of the coolest and original ideas to come out of TSR, IMHO.

Other titles worth picking up are Slave Tribes, Veiled Alliance, Elves of Athas, Dune Trader, Valley of Dust and Fire, City State of Tyr, 'Earth, Air, Fire and Water' and the Ivory Triangle. Avoid the revised setting materials, especially mind lords of the last sea. I would use personal judgement on the rest of the series based on your interests.

I also would like to second Aaron L's statement that the mutated halfling concept they introduced at the end of the prism pentad series was LAME, alomng with how the dragon is killed. My advice is if you run Dark Sun, set it during the uprising of tyr and don't follow the events of the 5th book in the novel series, allow the dragon to remain a legend no one knows whether it is real or not. Everything with the champions of Ragaat slaying the fantasy races and then creating the dragon and turning on Rajaat is good though. I like the stuff with the wraiths in the black as well.

As for ditching the races, think twice until after absorbing the setting material as they all play an important role in the Dark Sun setting and are really different from their tolkien-esque origins.

Lets put it this way, dwarves have no hair anywhere on their bodies, must take a focus craft or labor (and if they die before completing it they become undead, cursed to haunt their work) and the elves are maurading cut throat tribes who will betray and con anyone (including other elves) except members of their own tribe and those who have earned their friendship.

My feeling is that Dark Sun started off well, and then was veered of course when Brom and the original designers were seperated from the project. The only MAJOR mistake by Troy Denning (on of the designers and authors of the first novels) being the death of Borys in the 5th book. So if you run Dark Sun I recommend stick to the cannon of those three books I recommend and then use your own judgement where to take your game.

When I ran Dark Sun, I had three different game nights with different parties going at one point, two of which got over 12 th level and the other had made it to level 16-18. Between all three of these groups, only one of them every encountered the dragon and it was in passing. As they were travelling on a caravan following the shores of the silt sea, headed north to a merchant's outpost, the winds picked up and blew sand into the air suddenly. As the covered their faces, they begin to feel a churning in their stomachs and an aching feeling through out their bodies. Each of them were forced to drop to their knees as the winds got stronger and the plants around them withered and died. They heard a gutteral roar overhead, then the feeling subsided. As the sand settled down, once the air cleared well enough to see, they looked out across the sea of silt and saw a large batwinged creature sillouetted agianst the sky, flying out over the silt sea until it was out of sight.

That was their only 'encounter' with the mythical dragon.
 

Geoffrey said:
Many people are mentioning the psionics in Dark Sun. Since psionics wasn't part of the core rules of 2nd edition AD&D, did you have to have something in addition to the MM, PH, DMG, and the Dark Sun boxed set to play?
You needed the Complete Psionics Handbook to play the original Dark Sun box. The second DS box included the same psionics rules as Skills & Powers - a version of psionics I did not like (mostly because psionic combat was totally pointless since attack modes hurt the attacker more than the defender, and because at high levels where the other "magic"-users started accellerating the psionicist's PSP gaining slowed down just like hp did).
They also released a DS-specific sourcebook, The Will and The Way, that provided kits for psionicists, some optional rules, and a whole bunch of new powers. I doubt many of those were playtested, as I recall the abnormal brokenness of Kinetic Control (allowed the psionicist to absorb physical damage and unload it on someone else - ow!)
 

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