
Make magic different, it should be different, just make it fun.ĭesert survival horror is fun. Take away the orcs & gnomes, and give us muls & thri-kreen instead.ĭark Sun has different magical rules and the setting provides some darn good reasons why. I don't like the idea of every setting becoming a homogeneous kitchen-sink repository.ĭark Sun has a different racial palette and the setting provides some darn good reasons why. Instead of just saying that, say, sorcerers and orcs and monks don't exist, the setting should rework them. While reworking the mechanics to be more lethal for adventuring, I would also appreciate it if they reworked the setting to be more inclusive of PC options. There are a lot of new classes and races and people like playing them. Stuff like that.ī.) Does not go punitive like 2E D&D did. Have guard and slave patrols running around while you're going through town.

People should be scared to go out in the wilderness without at least three people (and preferably everyone) having the Survival skill. However, if the game does come back, I really hope that the setting simultaneously:Ī.) Change up some of the mechanics and setting elements to make adventuring extra-dangerous. And to be blunt, the Dark Sun setting was the only real hype 4E D&D had, setting-wise.

I really liked the 4E D&D Dark Sun Sourcebooks and the Dark Sun: Shattered Lands Duology. There's no guarantee or even hint that this will become a broader setting at large, but I think that it should. So Mike Mearls is doing a Dark Sun thing.
