Showing posts with label dark sun. Show all posts
Showing posts with label dark sun. Show all posts

Monday, October 14, 2024

Our Toughest Challenge Ever

As if to prove my point, last week's Dark Sun posts have generated a lot of interest, not to mention comments, which I appreciate. Here's another ad for the setting, this time from issue #173 of Dragon (September 1991), the same issue as the Brom cover I previously highlighted.

Looking at this advertisement, I have several thoughts:
  • It's important to remember TSR's D&D novels were very successful for the company, so it's no surprise that the release of the Dark Sun boxed set would also see the release of a novel at the same time, in this case Verdant Passage by Troy Denning. Though I never read any of them, there would eventually be thirteen novels published for Dark Sun during the TSR era.
  • Speaking of TSR, is that not the logo at the bottom right the ugliest the company ever had?
  • Once again, we see this ad emphasizes that Dark Sun is "the toughest AD&D game campaign ever published." I can't help but wonder what this is about. Was there a perception at the time that TSR's other settings, like Dragonlance or the Forgotten Realms, were "easy" or otherwise inadequate to the tastes of AD&D fans? My recollection, albeit from more than three decades ago, was that the 2e era was concerned far more with "story" and similar things, so I wouldn't have expected much clamor for a "challenging" setting. Perhaps that's the explanation? Could it have been that there some segment of the game's fans who felt the game had strayed too much from its roots and wanted a setting where death was ever-present? I wish I knew.

Friday, October 11, 2024

The Darkest Shadows

Whatever one's feelings about the setting itself, Gerald Brom's artwork for Dark Sun was truly stunning. Take, for example, this piece which appeared on the cover of issue #173 of Dragon (September 1991), one month before the formal release of the boxed set. The issue featured a number of different articles intended to introduce Athas to the magazine's readers, but, for me, this cover image probably did more to sell me on Dark Sun than did any of those articles.

Character Trees

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.

Thursday, October 10, 2024

The Dawn of a New World

Here's another teaser advertisement for Dark Sun, from Dragon #172 (August 1991) – a month before the formal release of the game. What stands out to me about this ad is that it calls the setting AD&D's "toughest challenge ever" or some variation thereof. This makes me wonder more about the genesis of the setting within TSR and what segment of the game's audience the company was hoping to attract.

A Drama of Unparalleled Heroics Unfolds

The second teaser advertisement for Dark Sun, this one appearing in issue #171 of Dragon (July 1991).

Wednesday, October 9, 2024

Coming This Fall ....

From issue #170 of Dragon (June 1991), the first of several teaser advertisements for the Dark Sun campaign setting.

Friday, August 14, 2009

Dark Sun for D&D IV

Never let it be said that I don't occasionally have kind words for Wizards of the Coast. According to this press release, the next campaign setting for D&D IV will be Dark Sun, one of my favorites from the 2e era. Of all the settings WotC could have chosen to revisit for the current edition, I think Dark Sun is probably the best choice. Indeed, it's, as they say, a gimme, since Athas is a world perfectly suited for the style of play D&D IV is supposed to provide: over-the-top action by larger-than-life heroes amidst "points of light."

I will confess this announcement is the first thing I've heard from WotC that makes me even the slightest bit interested in buying it. Of course, looking over at the nearly-complete set of 2e Dark Sun materials I have, I quickly come to my senses again. If ever I wanted to play a campaign in Athas, I already have more than enough materials to make that happen. Nevertheless, I'll be keeping an eye on developments regarding the new Dark Sun, which I hope will, at the very least, be better than the half-baked treatment it was given during the reign of D&D III.

Part of me does wonder, though, why no genuinely new settings have yet been released for the current edition. Perhaps it's just a matter of time and costs: why develop something original when WotC has 30+ years of other people's ideas to mine. Or perhaps even the latest edition is not immune to the siren song of nostalgia ...