Back when I reviewed The Complete Psionics Handbook, I noted that part of the problem psionics faced was that most official D&D settings had been designed without really making much of a space for it, so we were left without a model for how it could be used in a game and integrated into a setting that also had clerical and arcane magic. The Dark Sun setting, on the other hand, was designed with an eye to providing a world that could tie into the major supplemental additions to the AD&D system – as well as psionics, it was also supposed to rely a lot on the Battlesystem mass combat rules, though poor sales of that meant that its significance was dialled back considerably in the released version of the setting.
Within a mere four years of its release, Dark Sun‘s possibilities would be exhausted due to an ill-advised decision to let setting co-creator Troy Denning resolve all its major conflicts in a series of novels, but the early Dark Sun material reveals not just an impressively equal-opportunity display of rippling thews, but also a refreshingly original campaign setting. Here, I’m going to review the core setting and the major supplement releases of its first 20 months or so.
Dark Sun Campaign Setting
The original Dark Sun boxed set is a masterfully flavourful presentation of what was, at the time, the most unusual setting released for D&D (if you don’t count Empire of the Petal Throne, which used an eccentric variant of OD&D). The world of Athas is a godless place, where clerics derive their spells from contemplation of the elemental planes, and it is a psionically gifted place, where all characters at least have a psionic wild talent. But its greatest cosmological difference from mainline D&D worlds is in the way wizardly magic works – and how it’s utterly reshaped the setting.