Posts Tagged ‘Dark Sun Rocks’

JC’s Top Gaming Picks for 2010

Thursday, December 30th, 2010

Continuing the series I started on Monday, I’m wrapping up the things I enjoyed most from the past year. It’s been an eventful year for pen-and-paper rpgs, with the resurrection of not one, but two beloved franchises. There’s been a lot of chaff too, but let’s concentrate on the good stuff.

Dark Sun once again graces the table of people who like their fantasy post-apocalyptic and dark. I’ve praised this before in these electronic pages, and it should be no surprise to see it in my list for top picks this year. It is, simply, the best use of the 4e engine so far, modifying the set-up to create a world that feels on the verge of total collapse.

On the Post Apocalyptic front, I finally had a chance to play the new version of Gamma World. It’s just as over the top and crazy as it has always been, and possibly even more so. Mutations rise and fall in the heroes, while technology is dangerous and unreliable. Character generation is random and quick, and players aren’t expected to live long. It’s a blast.

My winner for great games this year though has to be Fiasco. It’s a loose, narrativist rpg designed to set up the kinds of nightmarish failed heist stories that make for some of my favorite movies (Big Lebowski, Snatch, Fargo and the like.) Invariably, it spirals out of control and everything falls apart, and in the breaking becomes even more entertaining. Highly recommended.

Of course, any recap of the year in RPGs would be empty if I didn’t mention Paizo’s Pathfinder, for which I’ve written a bit of fiction. If you like your D&D more pulpy and a little old school, (but not retro-clone levels of old-school). It’s a good time, with some great settings.

Return to the Athasian Wastes

Wednesday, October 27th, 2010

I’ve mentioned before that the 4e version of Dark Sun is out and is awesome. It’s cool enough that I’ve even decided to overlook the fact that the Dark Sun files still aren’t available for the Character Builder software – mostly because I know how much of a wrench the new themes must have thrown into the system.

My players have agreed, and are coming together to produce a campaign that they can put a lot of claim into on their own, and it makes me pretty pleased to watch them come up with characters for this new (to many of them) world. While I know it won’t be a big deal to many of my readers, I would expect to see a couple more posts about the birth of this campaign, as a large part of the techniques I use for world-building when I write are also used when I plan campaigns out.

For this campaign – I sat down and thought about the themes I wanted to explore. First and foremost, I wanted to see a lot of political maneuvering between noble houses. I’m a big fan of Dune, Song of Ice and Fire, and Legend of the Five Rings – I’ve always been a fan of politics in fantasy and science fiction. I also wanted to include one of the all-powerful Sorcerer-Kings to serve as a foil to the players (or give them something to aspire towards). Once I’d decided on those two things, my choice of locations for the start of my campaign became clear – Raam.

Raam fit most all my needs. The sorcerer-queen is disinterested in governing the people, the nobility are at each other’s throats as they vie for the apparent power vacuum, and it’s a relatively unexplored city in  the terms of published Dark Sun stuff. This meant I could put my own stamp on it freely, and could reshape the world around the city as I saw fit.

The players have taking up roles as members of a single merchant house, eager to carve out a place for their family against the broad background. All they needed was a suitable opponent, and plenty of morally gray choices. I’ll talk more about those the next time.

In Which I Remenisce about the Old Skool

Wednesday, August 25th, 2010

Recently, Wizards of the Coast released the newest incarnation of their Dark Sun campaign setting for Dungeons & Dragons. I should preface this by saying – I am old. I was in college when Dark Sun first came out. I played a lot of other RPGs at the time, and D&D (then in its 2nd edition, for those keeping track) was ‘that other game’ that only a handful of die-hards played anymore.

When the first Dark Sun came out, the art (by Brom) drew me in almost immediately. This looked nothing like the Tolkein-esque generic fantasy realms to which I had become accustomed. Indeed, it looked like nothing else on the market. So I bought the box set, checked it out, and changed my world.

Dark Sun, more properly the world of Athas, was my first real exposure to the concept of post-apocalyptic fantasy. Magic has destroyed the land and rendered much of it to lifeless desert. A handful of city-states eke out an existence, ruled over by all-powerful sorcerer kings. The Gods themselves had turned their back on the world and no longer answered prayers. I had never thought of Fantasy in terms like these, and it shaped the way I would view fantasy and storytelling in the future – there are places in my stories to this day that I could point at and say “Without Dark Sun, I would never have thought of this”

Seeing Dark Sun on the shelves again brought back a great wave of nostalgia, and immediately set my mind churning for new ideas. I still love the setting, and am more excited than ever at the prospect of running a game set against its bleak, oppressive backdrop. I’ve talked to my group, and most of them are excited by the possibility. I only hope I can do it justice.