What's wrong with Dark Sun?
I've been wanting to talk about this for a long time. It could be my favorite setting of all time, except for a number of things. Seems to me it could've been better if it wasn't tethered to the game system that inspired it, no matter which edition. I've mulled over it for years, but I think its about time I start putting some ideas out there and get a discussion going to invoke some ideas. So here it goes.
This is not your standard D&D game. I don't mean the departure of stereotypes or twisting the conventions of typical fantasy tropes. That's already baked into the character of the setting. I'm referring to the style of play. Characters can't expect to suit up, kick down the doors, loot the bodies, level up, and live it up at the local tavern. Food and water are scarce. The environment is brutal. Weapons and armor often break, and everything that lives is a threat.
Survival is a major theme in this harsh world, yet the mechanics do little to support this. Granted, the rules of D&D were not designed for that particular style of play without some major modifications. But, for a setting with a strong departure from what is standard, wouldn't greater deviation from the rules make more sense?
My first step shouldn't be a surprise to anyone who knows me--I'd ditch the d20 mechanic and replace it with 3d6. I do that in most of games already. Its just a preference. In this particular case, however, the dynamics of the dice will actually create more opportunities for exploring new mechanics that could work specifically within the Dark Sun setting. For example, I can now say that rolling doubles is part of the check. A high double might trigger a special ability, like psionics, or indicate a critical hit on an attack. On the other hand, a low double might be something negative, like breaking a weapon or losing your concentration.
I've got some more ideas, and a lot more to discuss. But I'm holding back for a change. I want to leave it open to hear some other ideas or opinions anyone else might have. What changes would you make, if any?
This is not your standard D&D game. I don't mean the departure of stereotypes or twisting the conventions of typical fantasy tropes. That's already baked into the character of the setting. I'm referring to the style of play. Characters can't expect to suit up, kick down the doors, loot the bodies, level up, and live it up at the local tavern. Food and water are scarce. The environment is brutal. Weapons and armor often break, and everything that lives is a threat.
Survival is a major theme in this harsh world, yet the mechanics do little to support this. Granted, the rules of D&D were not designed for that particular style of play without some major modifications. But, for a setting with a strong departure from what is standard, wouldn't greater deviation from the rules make more sense?
My first step shouldn't be a surprise to anyone who knows me--I'd ditch the d20 mechanic and replace it with 3d6. I do that in most of games already. Its just a preference. In this particular case, however, the dynamics of the dice will actually create more opportunities for exploring new mechanics that could work specifically within the Dark Sun setting. For example, I can now say that rolling doubles is part of the check. A high double might trigger a special ability, like psionics, or indicate a critical hit on an attack. On the other hand, a low double might be something negative, like breaking a weapon or losing your concentration.
I've got some more ideas, and a lot more to discuss. But I'm holding back for a change. I want to leave it open to hear some other ideas or opinions anyone else might have. What changes would you make, if any?