Wednesday, October 9, 2024

Retrospective: Dark Sun

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!

41 comments:

  1. Dark Sun was one setting that I read about lots, and even read some of the novels, but never bought or got to play. It's continued to be something I'd like to try. At some point I need to start reading specific RPG rules, and set up a one-off game. (I agree with your thoughts on the setting development.)

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  2. Isn't this the setting where cannibalism, slavery, and even genocide are an intrinsic part of the setting ?

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    1. Slavery is commonplace, yes, at least in the city-states of the sorcerer-kings. Genocide is part of the deep back story of the setting. Cannibalism is rare; it's something some halfling tribes do, but it's definitely not commonplace.

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    2. Thanks for the reply. Even though my age would seem to make it plausible that I played in this setting when it was originally released, I sadly did not. Although I was aware of the game and setting (mostly the art and the 'post-apocalyptic' aspects, and not so much the D&D game mechanics), I only got the chance to play D&D recent-ish in the 5e edition. And by now, with hindsight, the setting seems to be regarded by some people as 'problematic', and I can now see what aspects make that so. But perhaps there is some other similar 'post-apocalyptic' D&D setting out there, that I am simply unaware of ? Or a fan-based 'modified' Dark Sun setting that has a similar look and feel ?

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    3. LOL @ Dark Sun being “problematic”. Nothing like latching onto a modern buzzword when deciding whether to run a fantasy game.

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    4. "...cannibalism, slavery, and even genocide..."

      Sounds like human history. Unless you're reading schoolbooks in Florida!

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    5. Ah, so here come the trolls, complaining about 'offending' terminology and whatnot ! Always so cute to see people actually being offended by words like 'problematic', or defending words or phrases containing things like 'cannibalism', 'slavery', or 'genocide' ! Keep up the good work !

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    6. “Sounds like human history. Unless you're reading schoolbooks in Florida!”

      Sounds like someone’s been watching too much MSNBC.

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    7. “ Ah, so here come the trolls, complaining about 'offending' terminology and whatnot ! Always so cute to see people actually being offended by words like 'problematic', or defending words or phrases containing things like 'cannibalism', 'slavery', or 'genocide' ! Keep up the good work !”

      Bizarre take. “LOL” implies amusement, not offense.

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    8. Bizarre take.
      " Nothing like latching onto a modern buzzword when deciding whether to run a fantasy game. "
      Implies offense, not amusement.

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    9. “ " Nothing like latching onto a modern buzzword when deciding whether to run a fantasy game. "
      Implies offense, not amusement.”

      Incorrect, especially when preceded by “LOL”. And to clear up your confusion, I’m not offended, I’m amused. So if you assumed offense, you were wrong.

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  3. I've always wanted to take a deep dive into this. Materials have become way too expensive.

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    1. Have you checked dmsguild.com? Dark Sun "box" (all materials in a single book) is 24$ POD.

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    2. Thank you, yes I've seen that, but also saw some complaints on how the extra items and maps are printed (double sided, so you cannot cut them apart and assemble, etc). I still may grab a copy.

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  4. That first boxed set had a lot of pulpy elements. I imagined a big-picture backstory of the setting. The actual backstory, when revealed, was disappointing. Also, some of the character races and the superhuman statistics were badly broken.

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  5. The elves, dwarves and halflings killed it for me. Just re-skinning D&D isn't really ‘different’.

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    1. The original designer intent was to have it be more of new/re-implementation of AD&D. But the suits at TSR wanted more “recognizable” elements to drag in existing players, like the races.

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  6. And FWIW. Like with FR, I would have told a group that anything that comes later may or may not be completely ignored by me as a DM. That's one of the very first things I let anyone know if I'm using a "published" setting. GH, FR, The Known World, Glorantha, Wilderlands, whatever. If they want to be Canon lawyers they can run their own game.

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    1. That was my approach to Dark Sun. My campaigns started shortly after the liberation of Tyr and death of Kalak so I could have a city-state that (at least for a while) wasn't controlled by a sorcerer, but the rest of the metaplot was totally ignored. Big things could happen, but they happened because the players were involved in setting things in motion or failing to stop schemes that they could have.

      Definitely a setting I liked less and less as more details were revealed about it, particularly the historical backstory. Easy to just skip that stuff and focus on the PCs, but it sure didn't encourage me to buy more stuff for the game.

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  7. The world was a big departure from standard D&D and had so much potential wasted by the railroad flip books and not site based adventures. Such was the 90s.

    Also I read somewhere the original concept was Darksun was to be a world for Battle Systems rules.

    The 90s video game was a lot of fun.

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    1. I don't know if it actually started as a Battle Systems setting, but they certainly did make an effort to include (ahem) "BS" stats and scenarios for it early on. From talking to some former Ral Partha employees I have anecdotal stories that TSR initially wanted a LOT of fairly wargame-specific minis made for the setting, a plan that fell by the wayside when the first few (eg the cliff glider and light crodlu chariot) didn't prove profitable. A shame, really, but BS never did have much success outside of the fairly small intersection zone between "dedicated minis gamer" and "D&D player" - and larger, more elaborate kits like exotic DS war engines and bigger monsters would have been very, very expensive in metal back in the day.

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    2. " Though all of the usual AD&D races are available..."

      Well, no. There are no gnomes or half-orcs, and no orcs, goblinoids or kobolds for that matter, having all been killed off in the genocidal wars that led to the setting in the first place. By D&D standards Athas was relatively restrained about the number of intelligent humanoid species roaming around the place.

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  8. I liked Dark Sun, but in the end I think it tried too much without changing enough.
    I mean, the reskin work was quite good, but did we really still need elfs, dwarfs, halflings...?
    And the arcane .magic/psionics/divine magic divide was potentially neat but somewhat messy.
    I guess that my nitpicks may probably be due to management being afraid of DS straying too much from the standard D&D mould.

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    1. Got to agree, if the plan was to make it more Sword and Sorcery, the classic fantasy races were not needed.

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    2. 100% this. To me, looking back, it's like the dawn of D&D epistemic closure. The charter for reskins and textual fundamentalism becoming the beginning and the end of imagination.

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    3. Well, I think part of the idea is that Dark Sun *was* a standard D&D world that has gone through an apocalyptic change, so you have to have some of the familiar elements in there in order to recognise the change.

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    4. For a long time, there was a rumor that Athas was actually the Forgotten Realms in the far, far future, after the misuse of magic had destroyed it. That wasn't true, of course, but it was a fascinating idea.

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    5. @James Maliszewski: back in the days I thought it was Greyhawk because both worlds had a town called Ket.

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  9. Most 2E products, adventures and campaigns, alike, always seemed to be designed as a framework around which to write another book or series, a lesson learned from Dragonlance. Too, many TSR designers at the time were hired for their English degrees, not their design chops, so they focused less on adventure and more on story.

    The game itself, and the players thereof, always took a backseat in that kind of design. Similarly, action and fantasy movies today are built around the ability to make cool videogame tie-in sequences of the film, not an actual story, and so the story suffers from the wrong kind of focus.

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  10. I never played in the Dark Sun setting (having moved away from TSR/D&D to RQ, Pendragon, and some other skill-based games by ‘91).
    Some of sounds great, some not. As for some “Corporate Meta-Plot”… yeah…. I’ll just go watch paint dry, thanks.
    However, it sounds like the kind of publication where an intrepid GM could take and use what’s useful and toss the rest. You know, take a black sharpie and go through your new expensive setting books, redacting whole sections! Cannibalistic halflings definitely make the cut!

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  11. I had some of the most fun in gaming playing in Dark Sun with my older brother and his even older Work friends (many Vietnam vets, etc).

    We played in GenCon RPGA tournament the year it came out and ran a campaign every week at one of his coworkers houses.

    I was about 11-12 at the time.

    Fun is fun. I think at times nerds get way too pedantic about where the fun lies. Too much Goldilock's perfect porridge Syndrome. Just play whatever you desire.

    Nerds seem to have some trait to excessively critique/complain. It's across the entire nerd universe. From video games - to ancient ass games.

    Go have fun. You aren't on the planet that long.

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  12. These comments have been educational for me. I had always been under the impression that Dark Sun was a much-beloved product line -- though i have no idea how well it sold at the time. It sounds like the setting was hampered by the same metaplot issues that affected Dagonlance (and for that matter the Greyhawk reset and Greyhawk Wars -- possibly relevant given the Battle System connection). I gave DS a hard pass when it came out -- the setting just did not seem suited to dungeon crawling, which was what I wanted from D&D at the time. Still, Brom's art was certainly evocative, and the setting clearly shows a conscious effort to do something different. I do wonder if any of the developers have ever elaborated on what their thinking was at the time.

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    1. I think your impression is closer that you realize. A LOT of people I knew viewed this as a "I wish I had the opportunity to play" setting. Many had moved on to other systems, some had left roleplaying altogether, and some had very limited time to play when Dark Sun hit.

      It felt to me like TSR knew it was a good product idea, and wanted to tap multiple lines of revenue for it. I frankly don't know a single person in real life that actually was unwilling to play Dragonlance or Dark Sun because there were stories being told in that setting...the idea of living worlds already existed, and people could follow the "official" timeline and events or not.

      The reasons I didn't play DS were primarily that I had moved systems before 2E landed, and I prefer more hopeful settings, less dystopian. YMMV.

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  13. Seems like Gor is a huge part of it's DNA and if anything is "problematic" it would be that particular series!

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    1. The Gor series has had a lot of unacknowledged influence over subsequent fantasy. The early books in the series in particular were quite widely read. Arneson was a fan, for example.

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  14. What do you mean by "flip book"? (Makes me think of the pseudo-cartoon flipbooks we played with as children.)

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    1. It's a small-ish book with a spiral binding at the top, kind of like a notepad.

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  15. I never played Dark Sun but always appreciated the break from Vanilla fantasy (same with Ebberon).

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  16. It’s worth noting that there is a sort of spiritual successor setting called Dragon Kings for the d6xd6 Dungeons game. I haven’t got it in my hands yet but I do know that some of the people who made the original Dark Sun are responsible for it, and that Brom did all the art

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    1. Thanks ! I never heard of the 'd6xd6' system, or the 'D6xD6 Dungeons RPG' based on it, and certainly not of the 'Khitus – Dragon Kings' setting for use with that system. But I did a quick look over on their website [1], and it seems interesting.

      Just a few quick questions though: I get the idea that the system is still in development/beta though ? And just how different/similar are the game mechanics from D&D 5e, the only other system I am currently familiar with ?

      [1]
      https://d6xd6.com/settings/additional-settings/dragon-kings-timothy-brown/

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  17. Dark Sun adventures don't really alter the world in any meaningful way or fit into some larger metaplot. They're more noticeable for how *little* they affect the world.

    Apart from Freedom and Road to Urik (which deal with the slave revolt and subsequent war), the others don't seem to have any effect on the larger world at all. The avangion that appears in Arcane Shadows, the political shenanigans in Asticlian Gambit, the plots of the Order in Dragon's Crown, the cataclysm from Marauders of Nibenay, the gith invasion from Black Spine etc etc - all of these are used in their respective adventures, then disappear without a trace.

    So it's not really accurate to compare the adventure progression to Dragonlance or similar. Beyond the initial two adventures, you're really only looking at Dregoth's Revenge as an adventure that is intended to change how the setting operates.

    The novels, on the other hand... ;)

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