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| #1Vasarto2021Feb 11, 2011 22:25:44 | So basically I have decided that they will start at a tropic port. All seperate from one another and are looking for something new to do with their lives as any possible adventures from their world have run out for a while. So they gain a new lead at this place and a Island far to the west is a place they heard rumors of problems that might make good for adventures. Problem is that the only ship that would ever go there is one owned by one named Lore Master Lloyd. A bard whom is noted for wearing his famous "pink" colored frilled shirt. Thus has earned him a nick name only called by few who know him personally. Anyway somewhere they get him to agree to take him there which is but a three hour sail from the port town. As luck would have it they get hit by a storm and washed up on this deserted island where they would discover a doorway that sucks them into the World Of Athas. So they get dumped and knocked unconcious where their stuff disapears. I am thinking of just dumping them into the hands of Slavers and than off to some Arena to fight for their freedom but I would really rather want to at some point. Have a situation to make it so that they can choose what kind of adventure they would want. Basically...do we become muraders and after we find and take back our stuff go on a rampage? Try to save this world and take down all the sorceror kings? Become in service of a merchant? There is so much oppertunities in this world that I dunno what to do exactly. Plus I never ran Dark sun. So anyone got advice for running really good Dark Sun games? |
| #2spreetcgFeb 11, 2011 22:47:04 | Im Planning to run one, But im going to get them as experianced Heroes and are going to start at level 5. So the backstory is that there have been rumors of a Ancient artifact Called the "Hamsting". It has enough power to destroy an city of current times. The veiled alliance want s to use it for slaying a scorrcer king of an city of where there hired from. However, ther have been silt pirates called the pirates of willygoat and are heading toward the raddish islands wher its rumored to be at. I'd say Try to remove the divine charracters outa there some how. It's all up to you for their bait. Let them take care of the rest. |
| #3Cyber-DaveFeb 12, 2011 11:44:41 | My first piece of advice is "drop the portal to Dark Sun" introduction. It is tacky. Start them as Dark Sun themed characters built for Dark Sun from the ground up, both in terms of mechanics (with race choices such as Mul, Thri-Kreen, or the like) and fluff. |
| #4fromost_the_grimm_02Feb 12, 2011 15:47:05 | Dave has a point. Dark Sun characters use themes, because they generally need the mechanical advantage themes bring. Porting characters in from another world leaves them at a disadvantage. That said though, sometimes it's easier to introduce a world by simply throwing your characters into it, to learn about in game during play. And themes can be acquired during the course of those first few levels. I would go for complete immersion in the basic feel of Athas - a barren desert wasteland. However they get there, they arrive in a small, barren cave in the middle of the desert. Maybe add a small, limited supply of water so the characters don't die due to lack of water while they get their bearings ranging out and exploring a little. Throw in a few encounters with silt runners, maybe a looted caravan with a few empty waterskins to help kit them out. If they plan and manage their resources well, they end up in at a merchant fort or a trade village. If things don't go so well, they're near death from dehydration in the desert, only to see a caravan [heading towards them] on the horizon ... rescue by slavers, then straight to the gladiatorial pits. Sure, near-death in the desert only to be rescued by slavers is an old trope, but if your players are new to the milieu, the stereotype sets the scene well. From there, themes can be learned about and gained in-game during those first few levels in the arena. You may have to tweak a few themes to make it work though; gladiator and wasteland nomad would be easy, a character interested in the dune trader theme may be approached by the arena's quartermaster and shown the ropes. Noble adept would be difficult. Templar or VA would require a little work, but both lead to interesting ways out gladiatorial life. Wild talents, should you chose to use them -- and you should -- would also take a little work. Maybe these simply manifest in characters after a few weeks in Athas? |