One of a 32 part series where I say at least one thing about each book from one of my favorite D&D campaign worlds, Dark Sun.
And it all starts here, with the core boxed set, which proudly proclaims that this is the most challenging campaign world yet--and also that the PCs are more powerful here, which feels like the Marketing department is talking out of both sides of their mouth: it's both a deadly challenge and a more powerful power fantasy!
I, of course, was sold on this book by the new options, which I was always a sucker for back in '91, with that promise of new races and new classes! I was also sold by the idea of a world that used psionics, as I was a big fan of the idea of mental powers, even if other people rightly point out that it's kind of a weird bolted-on system. As for this being more challenging and home to more powerful PCs, I'm not sure I registered that when I picked this up at the Waldenbooks in the Plainview strip mall.
(Gosh, is this Dark Sun series primarily a self-gratifying exercise in nostalgia? Let's read on and find out!)
Once I got my hands through the shrinkwrap, what I found--and what I still find today on rereading--is still a very exciting fantasy world that is also very much of a piece with TSR's work and also very much of its time.
What's so early 90's about this? It's essentially a story about eco-cide -- kind of like the contemporaneous cartoon, "The Pirates of Dark Water"; in the world of Dark Sun, magic energy is a resource like oil and a history of using it (poorly, too much) drained the world of water and plant life, so that a lot of the world is deserts and the fight for survival.
What's so exciting about this world? It's recognizable fantasy, full of the usual things you want from a D&D game, but almost everything is given a twist that keeps it coherent with the central concept of this world. Yes, there are elves, and as with many elves in D&D fantasy, they are isolationist and clannish, but they live as nomads in the desert; yes, there are fighters, but metal is a scarce resource in this dying world, so most weapons are made out of bone; yes, there are clerics, but they worship the elements because there are no gods here--except the kings and queens of the seven cities, who themselves funnel magic power into their priest-like templars; yes, there are wizards, but they may either be quick-advancing defilers (who pull life out of the world) or preservers (who try to balance magical power with the world). Also, everyone has psionic powers, rules for starvation and dehydration are mandatory, and the one dragon in the world lives across the Silt Sea.
Also, I have to give some credit to Brom and Baxa, the two artists that gave Dark Sun its weird look of bone-blades, elongated fingers, and burning sands. Given the eco-cidal focus of the game, I do think it's interesting how at home some of these illustrations would be in a straight-up post-apocalyptic dying Earth science-fantasy.
What's so TSR about this? The one thing that really jumps out at me is that the seven cities are all generally based on some Earth history/culture--so Balic is Ancient Greek/Rome, while Draj is Mesoamerica, Raam is Indian-inflected, etc. It's a solid design choice in terms of establishing how the cities are different while still having the same basic structure (a monarch, supported by templars, with slaves as a major source of labor), while also letting the authors get the idea across pretty quickly. (The guide book has a page or less for each of these cities, which are major locations in the world.)
I'm sure, as a history and culture-obsessed little nerd, I loved both recognizing this and having some way into this post-apocalypse.
It's a less solid design-choice when you step back and think about it. Where did all these different cultures come from? Does stumbling into the Roman senate puncture some of the engagement with this as a real world? Why do these different cultures matter from a game perspective? (Like, Raam is a much more anarchical city than Tyr, but you could do that without basing them on historical cultures.)
All in all, one of the things that I really enjoy about this campaign box set is that it feels complete. Just from this one book, you can imagine what sort of adventures you could have, fighting off evil defilers, avoiding starvation in the desert and corrupt templars in the city.
Ah, but we'll see how that turns out in our next entry, the adventure Freedom.
(For fun: I bought this for about $20 in '91, and as of today, you can get your own from Noble Knight Games for $90.)