It’s not what you think. Not slavery. Not supposed racism (Athasian elves are racist? Lol). No. Dark Sun is for mature audiences, which is not connected with biological age.
The Changes
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Make defiling or preserving the sole mechanic for arcane spellcasting on Athas. No exceptions. Creatures from other worlds that come to Athas defile until they can figure out how to hold back and cast spells in the preserving way instead.
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Ditch the metal shortage. In real play, the PCs all have metal items after a certain level anyway. what this means in practice is that ceramic pieces are still used, but have the face value of a metal coin (and are hypothetically redeemable - but only for a money changing fee). That doesn’t mean changing the lore. Tyr still produces most of the iron, but not because that is the only iron around, but because they produce iron at the best price and quality of ore. Many still use bone and other unusual weapons, due to the fact that on Athas, the bones of certain creatures are very strong, readily available, and inexpensive.
With this change, you don’t have to worry about your PCs mining the plane of mineral, or spelljammer traders.
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Obscurity of the past; the past is a series of options for the DM. The events of the past led to the circumstances of the present, but the exact past is left to the DM. Instead, the DM is given several versions of the past with co-equal standing in canon. The past could be the 4E version, the battle against the primordials by the gods. Alternatively, the gods could have been cast down by the Sorcerer Monarchs. Or perhaps the original boxes set is the past. Alternatively, Rajaat and his champions waged a genocidal war. This should satisfy everyone.
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Expand the setting to new lands in the Tablelands and the horrors of the Hinterlands. Simply rebooting the same region over and over is a disservice to the setting and to the fans. At the same time, it’s worth looking at the demographics of Athas to ensure that they are consistent with the lore.
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Fix the cosmology. Decide how the various planes interact with Athas. Figure out exactly where the Gray is metaphysically in relation to Athas and the planes. Open up Athas to the outer planes in terms of summon and calling from the Conjuration school of magic. Athas would be easy to get to, but hard to leave (Hotel California, anyone?). Outsiders, due to their strong connection with their outer plane of origin, can still pass through the Gray without issue when they are banished or otherwise return home. Not so native Athasians.
This brings another facet of gameplay to the Dark Sun campaign.
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PC centrism: put the player characters at the centre of the campaign and the events of the world. There are already many powerful players in the Dark Sun campaign setting, which is effectively static (even if you play post Prism Pentad). That means no metaplots that the PCs are not directly involved in. So let’s say that you are running the events of the novels. Agis, Sadira, Rikus etc, become patrons or advisors of the PCs. The PCs do the rest because they are heroes (or possibly antiheroes). Sadira doesn’t become a sun wizard. That happens to one or more of the PCs.
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Flesh out the city states with lots of adventure hooks, without creating content (especially backstory content) that serves as a straightjacket to creativity. A good example of a product with lots of hooks is Volo’s Guide to Waterdeep. I am not suggesting that this format be copied, but rather the methodology. Ed Greenwood, the author, purposely chose an unreliable narrator (Volo) to keep the door open for the DM to create content (TSR wanted the narrator to be Elminster). The original Dark Sun boxed set had an unreliable narrator. From the revised campaigne setting onwards, the narrator, if there is one, had become increasingly authoritative. By the time 3.5e Dark Sun came along with the publication by Athas dot org, all the narratives were omniscient, even aggressive, in pushing a particular view of canon. This, in my opinion, is a mistake.
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Make the wasteland more dynamic. There should be constant conflict out there. If the PCs want fight, they should have to look far to find one. That means there has to be a lot more out there than what has been suggested until now.
That’s all I can think of for now.
I asked ChatGPT-4 for an easy read summary.
1. Arcane Spellcasting Mechanic
The unique feature of the Dark Sun setting is its harsh, arid environment where the act of arcane spellcasting has a direct impact on the world. In this updated version, the concept of defiling or preserving magic would be the exclusive mechanic for arcane spellcasting on Athas. This necessitates that all arcane spellcasters, including creatures from other worlds, must initially defile the environment, consuming life energy to power their magic. Over time, these spellcasters could learn to preserve, using their magic in a way that doesn’t harm the environment. This change emphasizes the importance of choice and consequence in magic use, making magic a double-edged sword where its use could mean life or death for the surrounding environment. This mechanic further deepens the moral and ethical decisions that players must face, enhancing the maturity and complexity of the Dark Sun setting.
2. Metal Shortage
The scarcity of metal has been a distinctive aspect of Dark Sun, which shaped the economic and cultural landscape of Athas. However, the removal of this scarcity does not mean a radical change in lore but rather a shift in the economic dynamics. Tyr would still remain the primary producer of iron, not because it’s the only source, but due to the quality and price point. The use of bone and other unconventional materials for weaponry and tools would persist due to their strength, availability, and cost-effectiveness. This would also eliminate the meta-issue of high-level characters hoarding metal equipment, making gameplay more fluid and less focused on the acquisition of metal. The value of ceramic pieces would be equivalent to metal coins and would remain the standard currency, adding another layer of complexity and realism to the game’s economy.
3. Obscurity of the Past
The past in Dark Sun has often been presented as a monolithic, singular narrative, yet this revised version proposes a shift towards a more flexible and subjective interpretation of history. The game master will be given several versions of the past with equal canonical standing, allowing them to shape the world’s backstory according to their preferences and their campaign’s needs. This approach embraces the idea that history is often subjective and multi-faceted, giving game masters the power to mold the past and determine how it has shaped the present. This freedom to choose from a variety of possible histories allows for a more personalized campaign experience, encouraging creative storytelling and world-building.
4. Expansion of the Setting
In this updated version, Dark Sun would move beyond the familiar territories of the Tablelands, introducing players to new lands and the unsettling horrors of the Hinterlands. This expansion would not only enrich the world of Athas but also provide game masters with a wealth of new settings to explore and exploit. This change also requires a closer examination of Athasian demographics, ensuring consistency and coherence with the established lore. A larger, more diverse world enhances the setting’s appeal and encourages creative exploration, offering a wider scope of adventures for the players to undertake.
5. Cosmology
The cosmology of Dark Sun would undergo a significant overhaul, providing a clear understanding of how the various planes interact with Athas. The metaphysical position of the Gray in relation to Athas and the other planes would be explicitly defined, making it more accessible and navigable. This change also introduces the idea of Athas being easily accessible from the outer planes, but challenging to leave. This would add an intriguing new layer to the gameplay, allowing summoning and calling from the Conjuration school of magic. This shift would introduce a whole new facet of gameplay to the Dark Sun setting, expanding the possibilities for adventures and encounters.
6. Player Centrism
This updated version of Dark Sun would put the player characters at the center of the campaign and the world events. This change ensures that the narrative revolves around the players’ actions and decisions, making their roles more significant and their experiences more immersive. Instead of having powerful non-player characters drive the storyline, these characters would serve as patrons or advisors, guiding and supporting the player characters. This player-centric approach ensures that the game’s narrative is dynamic and responsive to the players’ actions, making their characters’ stories the heart of the Dark Sun campaign.
7. City State Adventures
Another crucial change would be to provide the city-states with a wealth of adventure hooks, offering endless possibilities for thrilling quests and dramatic conflicts. However, care would be taken to avoid overloading the game with lore or backstory that could potentially restrict creative freedom. The approach would be similar to the methodology used in Volo’s Guide to Waterdeep, where an unreliable narrator leaves room for game masters to create their own content. The goal is to strike a balance between providing enough information to inspire and engage, without imposing a rigid view of canon that could hinder creativity.
8. Dynamic Wasteland
The vast wastelands of Athas are known for their desolation and danger. In this updated version, the wastelands would be more dynamic, teeming with conflicts and challenges that the player characters would have to navigate. The notion that danger and adventure lurk in every corner would be emphasized, ensuring that the players don’t have to search far for a fight or a quest. This change would breathe new life into the wastelands, transforming them from empty, lifeless expanses into vibrant, perilous landscapes teeming with possibilities.
In conclusion, these changes aim to build on the strengths of the Dark Sun setting, maintaining its unique appeal while enhancing its gameplay mechanics, narrative depth, and world-building potential. The objective is to create a more engaging, player-centric campaign experience that encourages creative storytelling, moral decision-making, and immersive exploration. These proposed changes underline the belief that the Dark Sun setting, with its harsh environment and complex history, is indeed for mature audiences, offering an intense, challenging, and rewarding role-playing experience.