G’day readers. So you may have noticed that I tagged this review as being a game supplement instead of a game. There will be some who say it is a game all its own, but I say it is a setting, and has supplementary rules but not a game all its own. And you wont convince me otherwise.
Dark Sun is my second favorite setting in D&D of all time. And to be quite frank it disappointed me greatly that it got such a shabby treatment into 3rd edition. I know it was brought into 4th. But 4th was such a disappointment to me overall that I never really investigated it. And I have had no interest really in 5th after 4th so I have not even checked to see if they were bringing it in to the latest edition.
In the history of AD&D there have been a number of settings released. A brief history of some of my favorites will include…
- Greyhawk 1980 (actually the original setting but not codified as such until later)
- Forgotten Realms 1987 (there were other settings that were part of this world like Maztica, Oriental Adventures/Kara-Tur, and Al-Qadim)
- Spelljammer 1989 (magic in space)
- Dark Sun 1991
- Council of Wyrms 1994 (Dragons as player characters)
- Planescape 1994 (Where you can get to everywhere)
There is a much more complete list in Wiki but I can tell you it is not fully complete.
Those who know me know which one of the settings on that little list is my all time favorite, but for the moment I aint talkin.
As to what makes Dark Sun such an awesome thing for me, well let me break down some of the coolness for you.
- The setting is so lethal that you have to
- Start all characters at 3rd level. Minimum.
- Create a character tree with at least four characters in it so you can have replacements handy.
- The setting calls for using a different method of stat generation
- Original 3d6 per stat. Average roll is 10.5 Low is 3. High is 18.
- New version for this setting is 4d4+4 per stat. Average roll is 14 Low is 8. High is 20.
- Magic drains life from the world around it
- There are no gods, but the worlds elements will act like they are.
- The new races added include half giants, half dwarves and the preying mantis like thri kreen.
- Variants on old races include nomadic thieving elves and cannibalistic halflings.
- Even though the Manual of the Planes and Spelljammer set it up so you could access any setting, this world is blocked off from all the others save in very rare places that are so dangerous to get into that you may as well not try.
- Even though I love dragons there is only one in this world, and dragons are not a species but something that very, very, evil people can become.
- 90% or so of the planet is desert, caused by the over use of magic. The sun is dark for the same reason, as the sun provides life to the planet. So tap it for power and… yeah.
- You can either be one of the rare characters that actually believes that things can get better and you are willing to fight for it. Or you can embrace the fact that your world is doomed and be as big a bastard as you want. Basically this is about as dystopian a fantasy setting as you can get.
To be totally honest I was not sure at first that I would like the setting, but when a man a few of us know as ‘Drunken Tom’ decided that he was going to say screw it and invent a new weapon proficiency for his half giant gladiator called paired elves… yeah I gave in and started to see the potential. When I found out just how nasty the place was… and well we also heard things like players saying “Lets go back to Ravenloft where its safe.” I got hooked.
Looking over a copy of the main boxed set I got hooked even further. The cloth map. The player and DM flip books. All the materials present just ramped it up notch after notch. The added books that came out just thrilled me more and more but we wont be going into the additional setting supplements or the fiction right now. This is all about the original boxed set.
I could ramble on about this a lot longer but lets take a look at the numbers instead.
Overall Fluff 5/5 – The original setting box came with so many goodies that they alone would put this at a five of five. But when you add the content, the art, and the detail in the setting, yeah, if I could I would give this a six or a seven for fluff.
Overall Crunch 5/5 – The additional rules added in this setting are well crafted and well balanced within its own setting. Between the variants on magic and the additional races it is really well crafted.
Overall Mod 2/5 – The one major weakness in this setting is its ability to cross over to other settings. Even dragging the races within to other settings was challenging at the time. When you got into third edition the races themselves were overbalanced making it so that even a basic thri kreen was to be a fourth level character with the racial level adjustments in place. Tweaking these rules is a pain in the ass. But it can be done.
Overall Fun 5/5 – Again, this is one of those places where if I could put a higher score than a five in place I would.
Total Score 17/20 – One of the higher ratings I have given and it is totally worth it. I love this setting and all the things that have come out of it. I really think it should be one of the core settings for any future edition of D&D, but that is my mind.
Ok so that gives us my overview in brief. I love the setting. I want more of it. I want it in every game engine you can imagine.
But thats me. Make up your own bloody mind if it rocks or sucks. 🙂
Game on and have fun folks.
Now gimme the dice… I need to see how a cannibal halfling would have dealt with Smaug.