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WotC: 5 D&D Settings In Development?
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<blockquote data-quote="Staffan" data-source="post: 8306098" data-attributes="member: 907"><p>The main thing I liked about Dark Sun was that it was very different from regular D&D. The known world was mostly desert, to the point where they had to differentiate different types of desert from one another (and Rocky Badlands would make an awesome character name). All the races were either different or gone. Elves were nomads who either lived off of herding kanks (giant insects who produced honey) or raiding. Halflings lived in the jungle beyond the mountains, and had anime hair and ate people. Dwarves... OK, dwarves were kinda dull. In addition you had insectoid thri-kreen, ginormous half-giants, and super badass mul (sterile half-dwarves). There were no gods, and clerics drew power through pacts with the elements. Arcane magic was rare, and psionics were common.</p><p></p><p>I will admit though, that the munchkin/powergaming aspect of it was a big part of why I thought it was awesome.</p><p></p><p>A lot of what I liked about Dark Sun is also what I like about Eberron, although in a different way. It has a new twist on most of the races, although not as radical as Dark Sun (but dino-riding halflings are actually even cooler than man-eating halflings). Its gods are, if not absent, at least far removed from the actual action, meaning that people are the ones driving the plots. And there are psionics if you want them, although not as front-and-center as in Dark Sun.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8306098, member: 907"] The main thing I liked about Dark Sun was that it was very different from regular D&D. The known world was mostly desert, to the point where they had to differentiate different types of desert from one another (and Rocky Badlands would make an awesome character name). All the races were either different or gone. Elves were nomads who either lived off of herding kanks (giant insects who produced honey) or raiding. Halflings lived in the jungle beyond the mountains, and had anime hair and ate people. Dwarves... OK, dwarves were kinda dull. In addition you had insectoid thri-kreen, ginormous half-giants, and super badass mul (sterile half-dwarves). There were no gods, and clerics drew power through pacts with the elements. Arcane magic was rare, and psionics were common. I will admit though, that the munchkin/powergaming aspect of it was a big part of why I thought it was awesome. A lot of what I liked about Dark Sun is also what I like about Eberron, although in a different way. It has a new twist on most of the races, although not as radical as Dark Sun (but dino-riding halflings are actually even cooler than man-eating halflings). Its gods are, if not absent, at least far removed from the actual action, meaning that people are the ones driving the plots. And there are psionics if you want them, although not as front-and-center as in Dark Sun. [/QUOTE]
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