Ravian
2012-01-13, 07:01 PM
I've been a huge fan of Dark Sun after it came out for 4th edition, mostly because it takes everything you always exspect in a fantasy game and crushes it into tiny pieces to be covered by the dunes. However I feel that what really makes a Dark Sun game great is not the big obvious things like canabalistic halflings (though I would be lying if I said those aren't fun:smallbiggrin:) but the little details that really cement it for your players to realize no they aren't in Faerun anymore.
So I decided to make this thread so people could share how they accomplish that, and maybe learn a few tips. Not sure how big the Dark Sun crowd is around here but it will be interesting to see the turnout.
My main points:
Authority is not easily defied: I feel that many of my players tend to take a naturally rebellious attitude towards authority, not easily intimidated by huge threatening guards or the threat of slavery. My solution, make sure they realize they are small fishes in an ocean of sharks. Early on, with the second or third time they try to defy a Sorceror King's guards, when they're feeling pretty cocky, put them up against a pargon tier foe, like a powerful templar, acts as a great lead in for a stint in the arenas and reminds them that they still have to tread cautiously
Do not Hold back: Keep your encounters tougher then normal, often times I suspect that the monsters seem far too easy, with players rarely approaching dying. Dark Sun specific monsters are much better, but my genral rule, add another level to the encounter budget than normal, don't worry too much. This is Athas they need to deal with it.
So I decided to make this thread so people could share how they accomplish that, and maybe learn a few tips. Not sure how big the Dark Sun crowd is around here but it will be interesting to see the turnout.
My main points:
Authority is not easily defied: I feel that many of my players tend to take a naturally rebellious attitude towards authority, not easily intimidated by huge threatening guards or the threat of slavery. My solution, make sure they realize they are small fishes in an ocean of sharks. Early on, with the second or third time they try to defy a Sorceror King's guards, when they're feeling pretty cocky, put them up against a pargon tier foe, like a powerful templar, acts as a great lead in for a stint in the arenas and reminds them that they still have to tread cautiously
Do not Hold back: Keep your encounters tougher then normal, often times I suspect that the monsters seem far too easy, with players rarely approaching dying. Dark Sun specific monsters are much better, but my genral rule, add another level to the encounter budget than normal, don't worry too much. This is Athas they need to deal with it.