![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|||
|
#1
|
||||
|
||||
|
Okay, so I've pretty much hit the ground running with this one.
![]() I did the custom character sheet tonight, and I've got a good idea of how I want to adapt the setting and old school AD&D feel to Savage Worlds. I'm gonna run the game at least once when Doc Holaday comes to tonight, but I might very well run it a second time if the demand is high enough. I'd be especially thrill if I can manage to find someone who played Dark Sun back in the days to play in my one-shot... just to see if I've managed to recapture the feel or not. Since there are a lot of Savage Worlds fans on the board, I'm gonna use this thread to post info about the scenario and/or how I'm managing to kit-bash Savage Worlds into Dark Sun. I'm gonna twist the system around a bit, that's for sure.
__________________
Jocelyn Robitaille GMing: Chronicles of the Citrine Kingdom (Savage Worlds) |
|
#2
|
||||
|
||||
|
Look out. I got a ray gun and I'm not afraid to use it. (How do you like my new avatar?)
I have read two of the novels, one sourcebook on the Thri-Kreen, and the "recent" Dungeon/Dragon articles when they basically rewrote Dark Sun for 3.0. So I know something about it. However, I never played in the setting. I think it will be easier to do in SW than it was in D&D, oddly enough. I assume the "backlash" on arcane magic users will cause ecological devastation (I mean, more than the whole dying sun thing already has). As I recall, in the books magic draws on nature, so abuse of it means literally despoiling the earth. |
|
#3
|
|||
|
|||
|
Quote:
Of course, none of that mattered, because Psionicists were broken in AD&D, even more so in Dark Sun, and quite frankly you'd have to be foolish to play a magic-user. Quite frankly, looking back at it, I mean, I can't see much reason to have played something other than a Mul Gladiator or a Psionicist (although oddly enough I had played an Elf ranger, but when he bit it, I remember moving onto a Halfling Psionicist). That was the coolest thing, I thought, about Dark Sun, how they handled the races. They all had bite. Halflings ate the other races, Elves were nomadic, super tall, and arrogant without being pretentious. And then the whole Clerics worship an element and eventually become an Elemental, that was pretty cool. |
|
#4
|
||||
|
||||
|
Boy, you two went to the core of the matter, didn't you?
Here's a rough draft of what's I'll do on the issues you raised. I haven't done the work, but I had the concepts pretty much figured out like five minutes after I bought the boxed-sets. Bringing back the races and classes. My current plan is to attribute edges and hindrances to each class and to each race, with some overlap. That way, it's gonna be easy to re-create all the distinctive parameters of each. I'll do the same things with the spells, with Priests being elemental + support, and the wizards being mostly offensive, in true D&D style. I'll address the psionicists further down. Preservers and Defilers. Yep, the game had two classes of wizards, underlining Dark Sun's ecological theme. The one thing you have to remember, however, is that defilers and preservers aren't actually two classes of wizards. They do the exact same thing, it's just that the defilers fuel their spells by using the surrounding lifeforce, whereas the preservers use a tiny quantity of their lifeforce, and an even tinier one of the lifeforce arround them. Consequently, the preservers are much less powerful because they're not willing to sacrifice the environment in the name of personal power. Mechanically, clunky D&D never managed to do this one right. With Savage Worlds, it's fairly easy:
Psionics. There will be none. When Dark Sun came out, the psionics handbook had just been released, and TSR was looking for a vehicle to push their products. It's the only reason it's included as much as it is in Dark Sun. As a matter of fact, the psionicists actually weaken the themes and the dramatic tension of Dark Sun, as they provide a safe alternative to wizardly magic, and they lack the whole "devotion to nature" aspect of the elemental clerics and the druids. So there, no more psionics.
__________________
Jocelyn Robitaille GMing: Chronicles of the Citrine Kingdom (Savage Worlds) Last edited by Jocelyn Robitaille; 09-19-2007 at 09:01 AM. |
|
#5
|
||||
|
||||
|
Quote:
__________________
Jocelyn Robitaille GMing: Chronicles of the Citrine Kingdom (Savage Worlds) |
|
#6
|
||||
|
||||
|
One of the things missing from the SWEX is Race templates. In the original edition, they have 3 pages of them, including elves, dwarves, half-elves. As you suggested, they are basically Edges and Hindrances. I'll pass the book to you as it could be helpful as a guideline.
__________________
Pimping my blog about life in Montreal and my 50 books blog Running: nada Playing: Deadlands Planning: Making Symphony of Doom publishable Scheming: campagne en francais Reading: Burning Wheel, baby! Waiting: Barbarians of the Aftermath, Legends of Steel BoL edition, Atomic Highway, Kerberos Club, Beat to Quarters, Cat, Secrets & Lies, Chronica Feudalis, The Elements of Typographic Style by Robert Bringhurst |
|
#7
|
||||
|
||||
|
Quote:
It's not like it's gonna be much work anyway.
__________________
Jocelyn Robitaille GMing: Chronicles of the Citrine Kingdom (Savage Worlds) |
|
#8
|
||||
|
||||
|
I never had the chance to play with Dark Sun as AD&D but I loved the computer game done a few years ago. It was a nice setting but psionics were a bit of a hassle. Glad to know you flushed them.
It's cool to see that people are resurrecting old AD&D settings to use with other systems. They were not perfect but they had potential and lots of cool things. |
|
#9
|
||||
|
||||
|
"All the races had bite"
... especially the halflings, they were cannibalistic, weren't they? "I'll address psionicists further down" I wouldn't worry too much about these. In SW all magic users are created equal (literally). It doesn't have the mind-to-mind attack and block stuff that D&D did (does), unless you plan on bolting it on. "Wizards will be able to spend the lifeforce from their surroundings to derive a certain power points value, therefore not spending their own basic power points (or supplementing the fact that they don't have any left.)" You could give any magic user the power surge edge for free, as long as he or she is willing to wither every living thing within a hundred yards. Preserver would be a major Hindrance (you can't use the power surge edge that other mu's can, and you have to be eco-friendly at all times). MAN! SW is so easy to kit-bash! "There will be none" (Psionics) I see your point. That's probably a great choice. I will miss that bit of the flavor, but you are exactly right. It weakened the whole point of the setting. |
|
#10
|
||||
|
||||
|
Have you decided yet whether we will get to make our own characters or whether we will use pre-gens? Can we see the character sheet you designed? Are these questions getting annoying?
Last edited by Doc H; 09-19-2007 at 04:15 PM. |
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|