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Why wouldn't you run a Dark Sun game?
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<blockquote data-quote="God" data-source="post: 9750009" data-attributes="member: 4038"><p>This is a 5E problem, not a Dark Sun problem -- but definitely a good reason not to play Dark Sun with that ruleset, which trivializes too many things that would otherwise make for interesting gameplay. I've had great success running Dark Sun with everything from 2E to 3X/Pathfinder 1E to Savage Worlds to various OSR games like Worlds Without Number, generally with very minor tweaks. Just about anything but 5E works.</p><p></p><p>As for psionics, they're not supposed to take the place of mages. In games I've run, dedicated psionicists more often replace a traditional cleric (since DS elemental clerics aren't the typical buff+healbot) although the broad range of possible specialties means they can be built for a wide variety of roles. In play, psionics are most valuable as an additional threat vector -- not only do you have to worry about super-sized, mutated fauna, or mages that ruin your crops at the same time they fireball your village, you also have to account for silent, floating vampire snakes that mentally enslave your teammates and flowers that psionically magnify the sun's rays into lasers when you get too close. For players, wild talents are a random ability that adds to the power fantasy but may or may not be all that useful. For the GM, it's another way to make the world dangerous and horrific.</p></blockquote><p></p>
[QUOTE="God, post: 9750009, member: 4038"] This is a 5E problem, not a Dark Sun problem -- but definitely a good reason not to play Dark Sun with that ruleset, which trivializes too many things that would otherwise make for interesting gameplay. I've had great success running Dark Sun with everything from 2E to 3X/Pathfinder 1E to Savage Worlds to various OSR games like Worlds Without Number, generally with very minor tweaks. Just about anything but 5E works. As for psionics, they're not supposed to take the place of mages. In games I've run, dedicated psionicists more often replace a traditional cleric (since DS elemental clerics aren't the typical buff+healbot) although the broad range of possible specialties means they can be built for a wide variety of roles. In play, psionics are most valuable as an additional threat vector -- not only do you have to worry about super-sized, mutated fauna, or mages that ruin your crops at the same time they fireball your village, you also have to account for silent, floating vampire snakes that mentally enslave your teammates and flowers that psionically magnify the sun's rays into lasers when you get too close. For players, wild talents are a random ability that adds to the power fantasy but may or may not be all that useful. For the GM, it's another way to make the world dangerous and horrific. [/QUOTE]
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Why wouldn't you run a Dark Sun game?
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