I hadn't intended to devote so many posts to Dark Sun, but they've proven quite popular and have generated a lot of discussion, so I thought I'd do a few more that I think have a wider relevance for fans of old school roleplaying games. In its advertising, TSR frequently described the world of Athas as AD&D's "toughest challenge ever." This train of thought can found throughout the boxed set's rulebook as well, such as this paragraph:
This paragraph appears under the section header "Character Trees," which continues:
Since it's been so long since I last read
Dark Sun, I'd completely forgotten about the existence of character trees. When I re-read this section, I immediately thought of Goodman Games's
Dungeon Crawl Classics Role Playing Game and its "character funnel."
For those of you unfamiliar with a character funnel, it's an adventure for DCC RPG in which each player generates four 0-level characters to throw at its dangers. At the conclusion of the adventure, the player chooses which of these four – assuming any survived – to elevate to level 1 and become his player character. DCC is dangerous, even for characters of levels 1 and above; it's especially dangerous for level 0 characters. Consequently, many of them die during the course of a funnel and it's not at all uncommon for a player to have to generate a second (or third ...) set of four characters to get through the funnel with one still alive at the end.
I've played through several funnels and they're a lot of fun. They're a great way to introduce new players to
Dungeon Crawl Classics – not just its game mechanics but also its embracing of
randomness as a gateway for unexpected fun. The other thing I really like about funnels is that I never know which of my four level 0 characters is going to be the one that makes it out alive. Often, it's the one I least expect, which I find delightful. Left to my own devices, I tend to fall into the same old ruts when it comes to generating a new character. Leaving the final decision to Fate breaks me free of that.
Now, Dark Sun's character tree concept is actually quite different from DCC's character funnel, but I nevertheless wondered if maybe there'd be some influence. The character tree is intended to provide players with a source of back-up characters whose levels are not too far below those of their current characters. This is a concern because the world of Athas is a dangerous one, player characters will die often. Since no one wants to replace a higher-level character with a 1st-level one, having three others as part of a tree is insurance against that.
A player in Dark Sun may only play one character in his tree at a time. The other three are inactive and may only be activated between adventures, upon the death of the current character, or – rarely – during an adventure. Only the current characters gains experience points. However, upon the current character's gaining a level, one of the other three characters in the tree also goes up a level as well. This happens every time any played character in the tree advances. Ideally, the player will be swapping between characters, thereby ensuring that most of them are within a level or two of each other. Even if he doesn't, at least one of them should be fairly close to the level of his current character, thereby obviating the need to generate a new level 1 character.
I think there's something to the idea of a character tree, though it's really only needed if the referee is a stickler about requiring that a new character enter the campaign at level 1 without exception. It's been my experience that most referees are fairly flexible about this, though strict, by-the-book AD&D, even in the 2e era, discourages this practice. I've generally been more inclined to let replacement characters begin at or close to the average level of the remaining ones, but maybe I'm too lenient. I'd be curious to hear others' opinions about this, especially if they're based on experience born of play in a campaign.