Having devoted last week's
Retrospective post to
The Complete Psionics Handbook, my thoughts inevitably turned to 1991's
Dark Sun campaign setting – a setting specifically created to provide a place for Second Edition
AD&D fans to make full use of the game's new psionics rules without having to worry about the potentially adverse effects these psychic powers might have on, say, the
Forgotten Realms or the
World of Greyhawk.
Designed by Timothy B. Brown and Troy Denning,
Dark Sun was presented as "a world ravaged by sorcery" and "the most challenging
AD&D game world yet." This new setting took inspiration from both the post-apocalyptic and Dying Earth sub-genres, with a dash of Burroughsian sword-and-planet for good measure.
Dark Sun was thus a significant departure from the
vanilla fantasy of traditional
D&D and
AD&D. This departure wasn't just in terms of its
content, but also its
presentation, making ample use of the dark, edgy art of Gerald Brom and Thomas Baxa, two relative newcomers to TSR's stable of artists, who, together, created an esthetic for
Dark Sun that clearly differentiated it from everything the company had previously done.
Like all of TSR's settings for Second Edition,
Dark Sun was released in a large, boxed set, filled to the brim with gaming materials. The two main components of the set were 96-page softcover books. The first of these, entitled simply "Rules Booklet," presented new and altered
AD&D rules for use with the setting. The second, "The Wanderer's Journal," was an in-character presentation of the "arid and bleak" world of Athas, which is "beset by political strife and monstrous abominations, where life is grim and short." Also included was a 16-page booklet, "A Little Knowledge," which consists mostly of a short story but also includes details of an adventure. The adventure proper is presented in two small 24-page, spiralbound flip books, one of which has illustrations to show players, like those in
Tomb of Horrors or
Expedition to the Barrier Peaks. Also included are poster maps of the city-state of Tyr and the region in which it's situated, known as the Tablelands.
Before getting on to the actual content of the boxed set, I'd like to say a little more about its presentation. Dark Sun is an impressive package. I remember when I got copy of it, being quite taken aback not only by how much was included in the set, but also by the unique format it took. This was particularly true in the case of the flipbooks, something I'd never seen previously in an AD&D product (or indeed any RPG product that I can recall). I suspect that they were intended as something of an experiment by TSR, one that carried over into most of the adventures subsequently published for the setting. I never really warmed to this format, which was in my experience quite unwieldy, which is one of the reasons I didn't buy any of those adventures. I'll get to the other reason shortly.
Athas itself is a very imaginative and engaging setting – sort of a cross between Barsoom and Zothique. As presented in "The Wanderer's Journal," the world's history is fragmentary at best. All that is certain is that present-day Athas is a shadow of its former self, its land ravaged by sorcery run amok and littered with the ruins of happier, more sophisticated times. Now, Athasian civilization is centered around scattered city-states, each ruled by an immortal sorcerer-king, who protects his subjects from the dangers of the wasteland in return for utter obedience. The sorcerer-kings also war amongst themselves, each attempting to expand his control of the Tablelands at the expense of his rivals, while various factions within and without attempt to take advantage of the situation.
Though intended for use with AD&D 2e, Dark Sun makes many changes to the standard rules and assumptions of the game. Though all of the usual AD&D races are available, many are changed significantly, like the halflings, who are wild, feral beings reputed to engage in cannibalism. Joining them are new races, like muls (half-human/half-dwarf hybrids bred for their hardiness), half-giants, and thri-kreen. Character classes are similarly affected, with all being changed (or outright disallowed, like the paladin) in some way. Wizards, for example, must decide whether to increase their power by employing defiling magic that destroys the environment – the reason Athas is now barren – while clerics serve not gods, which don't exist in this setting, but the elemental forces of nature.
Psionics also play a major role in Athas, with psionicists being common throughout the setting's population. Most intelligent beings – and many unintelligent ones, like monsters – are able to wield the powers of the mind. Psionics is, in many ways, more important in Dark Sun than is magic, though both have their place. In fact, magic and psionics can be employed together and it's explained that the sorcerer-kings owe their power and immortality to being able to wield both. "The Wanderer's Journal" suggests in various places that the relationship between magic and psionics played some sort of role in the ancient apocalypse that laid waste to Athas, thereby setting up a mystery that would be explored in later supplements and adventures.
This is where, in my opinion, Dark Sun faltered. The adventures produced for it all centered around major events within the setting, like the slave revolt that overthrows the sorcerer-king of Tyr and establishes it as a free city. Later adventures build upon these events, further changing and altering the setting as Big Things happen in accordance with a plan established by TSR. This isn't an inherently terrible way of developing a setting, though it's not my preference. However, what made it frustrating was that many of the setting's big events, like the aforementioned defeat of the sorcerer-king, are the result of actions by named NPCs, not the player characters. Furthermore, some of these events even happen in the pages of tie-in novels rather than adventures – a testament, I suppose, of just how popular and lucrative AD&D novels were in those days.
It's a pity, because Dark Sun is a genuinely imaginative and unique take on fantasy. Athas is a great setting, one with lots of possibilities for adventure, as well as a style and feel that differs from everything else that TSR was producing at the time. I was blown away by Dark Sun when I first bought it and really wanted to run a campaign with it. That never happened, for many reasons, but a big one was that I worried that TSR would, through its adventures or novels, derail whatever it was I had in mind with their event-driven releases. To be fair, the company did the same to the Forgotten Realms as well, but the Realms had the benefit of being standard fantasy and thus there was little need for any official guidance on how to use it. Athas, being new and different, would have benefited immensely from some better adventure material to aid referees looking to make use of the setting.
This is why Dark Sun will always be, for me, "the one that got away" – a fantasy setting that could have been fantastic and groundbreaking but instead never really achieved its full potential. A shame!