D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

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I think the Dragonlance topic of the same name is pretty great and I'd like to follow through a similar course with Dark Sun under the following precepts:

1) Narrative Elements will almost certainly change to adapt the setting toward more modern sensibilities. More female characters, LGBT inclusion, wider ethnic diversity, and some elements may be trimmed or re-framed to be less offensive. This isn't inherently a bad thing. But if you're down with it, what kind of changes would you want to see?

2) Dark Sun has a ton of Systems Changes. From Defiling to Psionics to Environmental Survival. How drastically would you want to see those systems altered, or perhaps do you have ideas on how they could be carried forward? Or do you think that such changes should even be -applied- to a modern table sensibility due to the preponderance of roll-playing as opposed to role-playing in modern game design?

3) Power Level. While it could be included in the Systems changes, Dark Sun's monsters were stronger, it's characters had higher stat generation methods, and magic items, or even good quality weapons and armor, were rare to make things even more challenging. Should that stylistic and mechanical gap remain in 5e, or should it be brought into a more "Modern Balance" spirit where any Athasian character is no stronger or weaker, by default, than any Faerunian one?

I'll go first.

Narrative Changes for Modern Sensibilities:
  • More Female Sorcerer-Kings.
    • On Athas there were only 3 female sorcerer-kings. Abalach-Re, Lalali-Puy, and Yarmuke. And Yarmuke was destroyed by Hamanu who also wiped her city from the world.
    • Thankfully, most of the Sorcerer-Kings gender is pretty irrelevant to who they are and what they accomplish. So making Oronis, Tectuktitlay, or even Andropinis (Who has the most masculine name of them all, Man-Penis) into Female Characters wouldn't actually change much of anything.
    • Could even have one of the Sorcerer-Kings be transgender. Nibenay presents a draconic form and largely hides from the public eye. It could be interesting if that draconic form were feminine.
  • LGBTQ+ loose organizations could be neat.
    • I don't mean big and broad-ranging LGBTQ Lobbyists. I'm talking about smaller organizations of protection. Athas is a harsh place and having trans characters know that, for example, a building with a painted Kank's Head on the front wall wall is a safe space could be interesting. It would also set Athas aside from other settings as one that is harsh, but not without it's mercies.
    • Similarly, an alliance of people with different sexualities creating a group-atmosphere of protection and solidarity might be nice in a cruel world. Like maybe no one cares if some courtier is slipping into silk-sheets with courtiers of similar genders, or whether gladiators are coupling in the barracks between matches, but there's still plenty of reason for abundant caution and escape plans and the like for when bigots -do- rear their ugly heads
    • Though it would also be kind of great to just have no societal stigmas tied to LGBTQ+ existence, of course.
  • Slavery is a tough call. But I think they could largely keep it.
    • 5e D&D tries to keep slavery in the hands of evil people. Which is why the Drow are totally willing to enslave you at the start of Out of the Abyss. The main thrust of slavery in modern fantasy is that it exists, it is evil, and only evil people enslave others.
    • Therefore having slavery as a thing in the setting would still work, but the players would be actively encouraged to fight and kill slavers when possible/reasonable, and free any slaves they find. Which is what good people should do in any setting.
  • Points of (Dim) Light?
    • Athas has always been a place with a handful of real "Towns" and a few villages scattered across the sands between them, often 2-3 days travel apart (On foot) and usually plagued by cannibal Elves, cannibal Thri-Kreen, and cannibal Halflings. Because, honestly, cannibalism is just super popular as a dining option on Athas.
    • This sort of physical structure lends itself well to a Points of Light campaign. And, honestly, making that the style du jour for Athas could fit really, -really-, well. So long as the lights are dim. So long as the safety is fleeting, the comfort expensive, and the danger swift to return.
  • Ethnic Variety
    • Honestly, Athas could do this fairly easily if the art department goes for it without any sort of backlash. I don't think there's much chance, at all, that people are going to complain if Tecuktitlay isn't white as snow, or Lalali-Puy doesn't have blonde hair and blue eyes. Honestly, ruddy and dark skin tones should -probably- be the default for the whole setting, with pale skin being a rarity even among the wealthy.
Systems Changes:
  • Arcane/Divine/Psionics as different.
    • 5e's "All magic is just magic" is just not good for Athas. Athas uses Defiling and Preserving as a powerful narrative element, and one that Clerics and Druids are incapable of doing because their power doesn't defile.
    • Athas would need to break the "Weave Narrative" to work. Different types of magic -need- to be different to interact with this core identity of the setting.
  • Psionics as Default
    • A Psionicist Class (I love KibblesTasty's) would be great. Especially one that takes cantrip-casting to heart and builds off of it.
    • Probably a Psionic-Warrior option or something similar as well. Likely as a Subclass of Fighter or maybe Ranger?
    • Maybe just a whole mess of Psionic Subclasses in general.
    • Definitely a ton of Wild Talents as Feats.
  • Defiling as Default
    • Preserving should be something you actively choose, rather than a default. And it should cost you.
    • Yes. This makes Wizards and Sorcerers (if they're even in the game!) weaker unless they defile. That's the point.
    • Playing a Wizard should be unattractive in the setting to keep the Arcane magic level low. Not impossible, so people can still play their Wizards... but less attractive.
  • Travel Mechanics
    • Traveling from place to place isn't hard, really. Pick a direction and go. Getting there -alive- is the trick.
    • Heat Mechanics, Environmental Hazards, Dangerous Monsters, and most importantly LIMITED RESOURCES.
    • Water isn't always available on Athas. And even when you -can- get some it's often dirty.
    • Some sort of mechanical structure that makes survival against the World into it's own unique danger layered on top of everything else would be spectacular.
Power Level
  • Stronger Characters. Harsher Challenges.
    • Athasian characters have been stronger than those of other settings, often with less magical power available. Previous editions handled this with higher attribute scores, which is also an option but consider replacing Magic Items with "Heroic Power"
    • To replace magic items, there should be a new "Internalized Power" system that allows characters to function as if they -have- magic items in many cases and situations, without actually having them.
    • Perhaps give people a number of "Heroic Power" slots equal to their Attunement availability and allow the player to gain these heroic powers through gameplay.
    • Belt of Giant Strength? Nah. Your strength score gets boosted 'cause you have "Mighty Thews" which gives you a +4 Strength Bonus (Max 22) or a +6 bonus (Max 24
  • Bigger Stats
    • Maybe give players their level 4 ASI at level 1? Or their level 8 at level 1 so they just don't get one of the two during leveling.
    • This would keep their overall power level similar while boosting them at low-level play before they can play into the "Heroic Power" system.
  • Wild Talent at level 1?
    • Wild Talents are an important part of Athasian culture. Not -everyone- has them, but enough people do that it's just considered normal.
    • Maybe give all players a single level 1 "Free Feat" which can be a Wild Talent or not, as they personally prefer.
  • Interesting Weapon and Armor Rules.
    • In addition to having some really cool and slightly freaky weapons, Athas also had rules relating to Bone, Stone, and Wooden weapons that probably should be updated.
    • Weapon Breakage was a common problem for Athasian Heroes who would often see their favorite Carrikal break off in the thick armored hide of a Braxat or crushed under the bulk of a rampaging Mellikot.
    • Armor/Shield Breakage was also an issue, but slightly (SLIGHTLY) less common. Maybe give players the ability to actively sacrifice shields and armor to negate a critical hit altogether, or something? Not sure.

What are your thoughts?
 

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Zardnaar

Legend
I'd mine Abbey's books ruthlessly when it comes to the everyday flavour of life in Athas, and also when it comes to the sort of relationships that the sorcerer-kings have had over the millennia. They certainly didn't adhere to DS gameline canon very well (understandable, given the ... suboptimal ... management from TSR) but I still stand by them being some of the highest-quality books ever written for D&D, in any setting, the most evocative and flacourful, and with some of the best characterisation. I certainly wouldn't make the ending of RaFoaDK canon for a new 5e iteration of the setting, but on the other hand, RaFoaDK has a post-Prism Pentad starting point, so i wouldn't be using that in 5e DS either.

I'd 100% be stealing her vision of how the templarate works. I'd be stealing a lot of her flavour of life in Urik (much deeper, more evocative, and useful for a game than the crayon-simplistic version we got in the Prism Pentad and the 2e adventures). And I'd certainly be taking a big leaf out of her book and 'humanising' the SKs a bit. Too often in the original game line they were painted as doing evil because they were evil, persecuting preservers because they were defilers, etc etc. That's IMHO out of place in DS, and seemed to be a hangover from other D&D settings where the 'gods' actually exemplified abstract concepts like 'murder' etc. The SKs are flawed once-mortal individuals who do evil things, for reasons they either justify to themselves as necessary, or out of selfishness or habit or callousness or whatever. They don't actually promote the abstract philosophy of evil, or rally to evil's banner, they just have no qualms about doing evil things when it suits them.

Yeah her books are a goldmune for day to day life and how Templarates work etc.
 

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Steampunkette

A5e 3rd Party Publisher!
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Any actual -novel- is going to have way better characterization in it than a game designer's quick writeup of character notes for a DM to interpret and RP out. Mainly because it's got to set a consistent tone and narrative for that character which gives you a better insight to what they're like.

Just like the DM's roleplay will give you that insight. Though the DM might RP in a manner that isn't right based on the designer's intentions based on loose notes.
 

Zardnaar

Legend
After our conversation and some more thinking about it.

4 concepts based on what the party needs or what subsystem you want/need to test. You can pick it.

1. Halfling Rogue(scout) possibly with cooking feat.
That good thread with pie.

Guess what he puts in the pies;).

2. Some sort of beat stick. Mul or Half Giant battlemaster fighter.

3. Psion or Wizard depending on what you want to test.

4. Cleric if needed.
 

Mind of tempest

(he/him)advocate for 5e psionics
Huh... oka-

.... wooooow.

Yeah. So... No.

Athas is a dying world. It still has some forests, some water, but it's on the brink. And it's ruled by immortal unkillable evil god-kings who-
ob_60905c_mort-de-kalak.jpg

... okay so not unkillable but -evil- god ki-
4af45a9454390bc31196a70c6fe71f2b--dungeons-and-dragons-crime.jpg

Well okay, then.

It's a Swords and Sorcery setting modeled after a combination of Conan Films and Mad Max Movies. It's steeped in rich 80s style set up against a postapocalyptic climate change backdrop for the express intent of having a Point to tell. But like Conan and other things people often -think- are Grimdark... it's anything but. Even -without- the Surf Druids.

The core setting storyline involves a group of adventurers going from Swords and Sorcery adventures fighting the evil would-be-dragon Kalak all the way up to shutting down Rajaat in the Cerulean Storm. The fact that at least one and possibly two of the Sorcerer-Kings are going Avangion bodes really well for the setting. And while you may despise the Prism Pentad (I certainly do) it ends with Rainstorms coming back to Athas with Rajaat's defeat, implying a new age is going to come in time.

BECAUSE HOPE IS THE ENTIRE POINT.

If there was no hope in the Dark Sun setting your adventures would just be menial boring basic survival until your inevitable death because there's no point to becoming a hero and fighting the Sorcerer Kings or the Psurlons or the Caller in Darkness or whatever other dangers Athas has.

Because Conan, the "Grimdark Swords and Sorcery" basis that inspired so many settings, films, books, and people to do stupid and/or terrible things? That's -our- world. And for all the grimness of Conan and the harshness of the societies of the Hyborian Age, it -advances- to become -us-. Our world. And you can piss and moan all day about how crap our world is, but it's WAY better than what Conan had to deal with.

Like holy crap, folks. "Hope is a hot take"? Jeeze.

Your DMs ran crappy Dark Sun Games for you, I guess.
I would never not describe our world as grimdark, it was is and can only ever be grimdark but you said it well and I agree with you.
 

Yaarel

🇮🇱He-Mage
Blood and water are often connected in elemental traditions.
In the Hellenistic Greek-speaking world, blood is the "humor" (body fluid) that associates with air, whence the "sanguine" temperament.

But, in Israel and elsewhere blood=lifeforce.

For Dark Sun, probably:

Water ≈ Lifeforce ≈ Positive Energy ≈ Preserving

And both water and blood can correlate with life.



Note, the Positive Energy seems moreso about all four elements being in a dynamic equilibrium to bring forth life. But in Dark Sun, the water itself is one that is out of balance, making the replenishment of water necessary to increase life.
 
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Mind of tempest

(he/him)advocate for 5e psionics
In the Hellenistic Greek-speaking world, blood is the "humor" (body fluid) that associates with fire, whence the "sanguine" temperament.

But, in Israel and elsewhere blood=lifeforce.

For Dark Sun, probably:

Water ≈ Lifeforce ≈ Positive Energy ≈ Preserving

And both water and blood can correlate with life.



Note, the Positive Energy seems moreso about all four elements being in a dynamic equilibrium to bring forth life. But in Dark Sun, the water itself is one that is out of balance, making the replenishment of water necessary to increase life.
it also lacks metal what would that be?
 


Zardnaar

Legend
Couple of videos. I watch travel type videos and documentarys on the ancient world.


Some remains in Saudi Arabia. They have a few trees includes some examples of traditional desert houses abandoned in the 1980's. You can see wooden beams.

And Libya.


I like the part with the locals going for a swim in the desert. Starts around the 16:18 mark.

Some ideas about deserts I suppose.
 

Steampunkette

A5e 3rd Party Publisher!
Supporter
So here's a thought: The Tithe is awesome and also absolutely terrible at the same time.

Like as a concept it's great. But the actual values, based on the size of the communities of Athas, is -way- too high. Gulg, for example, is presented as having only around 8,000 people in it and they're supposed to deliver 1,000 people to Borys every year for the Tithe.

Debating several options and I wanna get people's opinions:

A) Reduce the Quota. 1,000 or 100 it's still a terrible thing to consign a bunch of people to be defiler-fodder for Borys.

B) Increase the populations. Gulg could be a much larger community with outlying populations as well... but then you're losing some of the "Small" feeling of the setting itself where the low population is indicative of the big problems they're facing.

C) 1,000 Hit Dice of people. It's a bit on the gameist side, but having a smaller number of much stronger slaves could explain why Gulg has a big focus on improving yourself and challenging others to be stronger.

D) Vary the Tithe based on Community. Ur-Draxa 0, Gulg 150, Tyr 500, Urik 1,000... You get the idea.

E) Have -one- Community tithe every year. This way all the other communities have multiple years to recover between Tithings and the Dragon's appearance can seem kinda Random.

F) 1,000 slaves total, and each community sends what it can.

It's especially on the weird side because Daskinor raised an army to kill Borys if he ever returned to Eldaarich after the first tithing (When he was 100 slaves short and Borys burned part of his city and took 100 Templars to fill the Tithe) and Keltis just kinda disappeared one day and Borys hasn't attacked Kurn since. Arguably that's because Kurn is near Daskinor... and then Kalidnay and Giustenal and Hamanu destroying Yaramuke... Does that mean the remaining communities need to put up another 5,000 total between them to fulfill the quota or does Borys not actually -need- 1k from each community and it was just a nice round number?

Like I wanna hit the same feelings with the Tithing, but I also want it to make -sense-, y'know?
 

Yaarel

🇮🇱He-Mage
Regarding the mood, the "first section" should probably present a postapocalyptic mood. The "second section" can provide options for hope, including an advanced utopian city, and also options for nihilistic grimdark. Let each table make Dark Sun their own.
 
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