I'm starting a 5e game set on Dark Sun!
I always wanted to give a try to DS back in the day, but never got a chance. Now I'm preparing a game for my old group from 25 years ago, and it was the perfect chance. But man, I soon realized it'd take some work to set things into motion.
First I had to deal with the rules. Defiling, psionics, class twisted like the Bard, and lots of non-standard stuff not covered by 5e. Of course there's no official 5e support for Dark Sun, so I gathered 3 different homebrew adaptations and picked from each the rules I liked the most, then added my own. I think I got it all covered now, with the UA Mystic class and my own Defiling rules. Community has also adapted a Monster Manual, which seems to be decent.
Then there's the problem with how the setting "evolved". Originally I find it fantastic, but the novels (Prism Pentad) basically ruin it, so I decided to ignore them entirely. I'm preparing my own starting adventure and (if succesful) already planning a longer story arch for a campaign
Now if someone here has experience with Dark Sun and the old AD&D setting, I'd like some advice. I wasn't very familiar with Dark Sun myself and find the setting incredible, lots of potential everywhere. But even if I'm writing my own adventure, my knowledge of the setting is still limited. I'd certainly be glad to "steal" some interesting locations, characters and scenes from the old modules and sourcebooks. If you remember particularly fun ones, I'd like to know, because I'm underwhelmed by the modules I've read so far. For instance, in the adventure recommended for starting characters (Freedom), the players just wander around as slaves in a pit (some good ideas there, some terrible ones) and at the ending they become "spectators" of how the heroes of the novels kill a Sorcerer-King. Not very exciting, is it. So please share your Dark Sun ideas!
I always wanted to give a try to DS back in the day, but never got a chance. Now I'm preparing a game for my old group from 25 years ago, and it was the perfect chance. But man, I soon realized it'd take some work to set things into motion.
First I had to deal with the rules. Defiling, psionics, class twisted like the Bard, and lots of non-standard stuff not covered by 5e. Of course there's no official 5e support for Dark Sun, so I gathered 3 different homebrew adaptations and picked from each the rules I liked the most, then added my own. I think I got it all covered now, with the UA Mystic class and my own Defiling rules. Community has also adapted a Monster Manual, which seems to be decent.
Then there's the problem with how the setting "evolved". Originally I find it fantastic, but the novels (Prism Pentad) basically ruin it, so I decided to ignore them entirely. I'm preparing my own starting adventure and (if succesful) already planning a longer story arch for a campaign
Now if someone here has experience with Dark Sun and the old AD&D setting, I'd like some advice. I wasn't very familiar with Dark Sun myself and find the setting incredible, lots of potential everywhere. But even if I'm writing my own adventure, my knowledge of the setting is still limited. I'd certainly be glad to "steal" some interesting locations, characters and scenes from the old modules and sourcebooks. If you remember particularly fun ones, I'd like to know, because I'm underwhelmed by the modules I've read so far. For instance, in the adventure recommended for starting characters (Freedom), the players just wander around as slaves in a pit (some good ideas there, some terrible ones) and at the ending they become "spectators" of how the heroes of the novels kill a Sorcerer-King. Not very exciting, is it. So please share your Dark Sun ideas!
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