The last of my recent Dark Sun purchases I read was Dune Trader. The book is a detailed look at the merchants and merchant houses of Athas. It’s similar to Elves of Athas and Slave Tribes in its overall structure: a detailed look at specific merchant houses in Athas is followed by some more general exposition on mercantile adventure.
A good chunk of the book is spent describing various factions: in this book’s case trading houses and dynasties. The major trading house of each city state is discussed. Their history, assets, current situation, how they treat people in their employ, and important NPC are all covered in some detail. This is followed by a chapter on some small trading houses, and then a chapter on Elf tribes that engage in mercantile endeavours. As with Elves of Athas, these chapter are all full adventure seeds and hooks. Between the two books, I think Elves of Athas does a better job here: these chapters in Dune Trader feel a bit too anthropological. The long history of a particular merchant house might make for some interesting flavour, but it’s probably not that useful while constructing an adventure. A lot of this book felt like fiction for people who enjoy the historical appendices or digressions often found in fantasy novels. That was certainly a part of Elves of Athas, but it felt to me like there was more going on in that book.
The end of Dune Trader includes a lot of useful information. Examples of how to run a trading campaign are discussed in some detail, with a basic set of rules on how to govern the supply and demand of trade goods. There are also examples of different sorts of trade caravans in case you wanted to run an adventure raiding or defending a caravan. There is also an example elven market and an example trade fort. A new class, the Trader, is discussed, but it strikes me as a bit silly.
I liked Dune Trader, but it’s probably pretty middle of the road as TSR splat books go. I think it would definitely be handy if you’re interested in running a Dark Sun campaign where the merchant houses play an important role, but I feel like it spends too much time trying to develop the canon of Dark Sun, and not enough time trying to show you interesting examples of what you could do with the merchant houses of Athas.
Elves of Athas is an early supplement for the AD&D 2nd Edition setting Dark Sun. The book pulls in details from the Troy Denning Dark Sun novels to present a fuller picture of what makes Elves different on Athas from those found in other typical fantasy campaigns. Most of the book is what people refer to as fluff: setting description and flourish. As such it can be used with a variety of rule sets beyond 2nd Edition.
The first half of the book is about Elf culture, physiology, miscellaneous new rules, and minutia. This part of the book fleshes out a lot of what was already said in the Dark Sun box set. I didn’t think it was that interesting on the whole. It’s probably more useful for people who haven’t read any of the Dark Sun novels.
I found the later half of the book more compelling: it describes various Elf Tribes found on Athas. The tribes are described in a good amount of detail: what their motivations are, their history and current situation, how they treat outsiders, who their allies and enemies are, what regions of Athas they live in, and finally some important NPC. This section is all plot hooks and adventure seeds. It also makes for a good example of how to describe a faction in your game world, though for your own game you probably aren’t trying to hit page count goals and could be more terse in your presentation.
Unlike many of the Dark Sun books, there is no art by Tom Baxa to be found in this book. The interior art for Elves of Athas was done by Tony DiTerlizzi, who would go on to illustrate Planescape. The art work is quite good, but also feels quite different from the coarse line art of Baxa and Brom. My copy of the book was bought used, so it was sadly missing the poster map featuring some DiTerlizzi that was supposed to come with the book.
As supplements go I thought this book was pretty good. Like most TSR splat books, it uses more words than it needs to in order to make its points, but there is still a lot of fun stuff for DM and players here.
I would be remiss not to touch on the last season of D&D encounters, as it felt like a vast improvement over the previous two seasons I have participated in. You may recall my previous complaints about D&D Encounters and its overemphasis on combat. This season tried hard to showcase the other aspects of D&D. There was a lot going on each session.
This adventure in this season of D&D Encounters was reminiscent of the sorts of adventures you would see during the hey day of 2nd Edition AD&D. The story is as follows: there is some crazy evil magic turning the sky black in the Forgotten Realm; the PCs are travel all over the realms collecting artifacts, seeking allies, and doing the sorts of things one does in an epic fantasy adventure; things conclude with a crazy boss-fight. The adventure was still ultimately a rail-road, as each weekly session needed to lead into the next, but each individual session was also a lot more free-form. At the store I play at we often have 2-3 tables playing, and each week the path through the adventure would vary greatly between tables. In the previous D&D seasons the only variety came from how the different groups approached combat. The big win this season was that each session featured a lot more to do beyond fighting monsters.
I’m looking forward to what they do in the next season of D&D Encounters. The teaser for the adventure sounds like just my sort of thing:
This D&D Encounters season takes inspiration from classics such as Village of Hommlet and Against the Cult of the Reptile God. Not only does this new story feature characters and locations from beloved past adventures, but there’s another compelling reason to participate.
Players will be able to choose to play using the D&D Next rules or the 4th Edition rules. I’m hoping there is enough interest at the Silver Snail—where I play—to try out the new edition.
I quite liked Carcosa by Geoffrey McKinney. I enjoyed it so much I wrote a very long review of the book split over several blog posts. To make sharing the review with other people easier I’ve collected links to each blog post below:
I am moving all the discussion on this site over to Google+. As it stands most of the discussion that takes place about my posts happens there anyway, and it’s also where I go to read about and discuss D&D. If you aren’t on Google+ you might be surprised to learn it has a very active RPG community. I had thought Google+ to be a ghost town in the world of social media until stumbling upon all these people who use it to run games online and discuss table-top gaming. If you are on Google+ please add me and i’ll include you in my RPG circle.
This post from Mike Mearls has me once again quite excited about D&D Next. The recent play test packets for D&D Next have struck me as overly complicated, and I had thought maybe the game would move in a direction I wasn’t too keen on. I quite enjoyed the early play test rules for their simplicity. Those rules were easy to grasp, with the game mechanics really stripped down to a minimum. The more recent play test packets have added more rules to the game and a lot of extra complexity.
One thing I dislike about 4th Edition is the amount of stuff a new player needs to know right from the get go. A 1st level character in 4th Edition has lots of powers and needs to understand fairly complicated rules about how combat works. Character creation is a very slow process, so complicated you really need to use an online tool to create characters. This all makes teaching someone how to play D&D using the 4th Edition rules a pain. It was starting to look like D&D Next was moving in this direction.
Mearl’s makes it sound like one of the goals for D&D Next is to have a basic version of the game that’s stripped down and simple to understand and play. What he’s describing sounds pretty great to me, and much more inline with what we saw in the initial play test rules. In terms of past rule sets, it sounds like they are hoping to put out something similar to Basic / Expert D&D from the 80s. That’s what i’m talking about.
I remember wanting Dragon’s Crown when it was announced by TSR oh so many years ago. It was probably the last piece of D&D I lusted after before I stopped playing the game. There were ads announcing its arrival in Dragon magazine and in the back of some of my other Dark Sun books. I’m guessing I didn’t buy it for one of the following reasons: it wasn’t stocked by Ron’s Comic Shop, my source for D&D in the 90s; it was too expensive; or I had stopped playing by the time it came out. The fact I probably didn’t need a high level adventure for a Dark Sun campaign I wasn’t actually running would have never entered into the equation.
Dragon’s Crown is a high-level epic adventure set in Athas. It involves psionics, sorcerer-kings, secret orders and other nonsense, and is exactly the sort of crazy boxed set adventure you could expect from mid-90s TSR. It’s actually made up of 7 interconnected mini-adventures. There is an 8th adventure that is full of little encounters you can intersperse throughout the series.
It’s interesting looking at an adventure like Dragon’s Crown after buying and reading so many “old-school” modules. Dragon’s Crown expects things to play out in a certain way, and there is a fair amount of exposition on what to do if your players try to get off the rails. Still, there are lots of maps and set pieces: I feel like you could use a lot of the adventure in a giant sandbox game.
You can get used copes of Dragon’s Crown for $20-$40 dollars by the looks of things, depending on what condition you want your copy to arrive in. When I was 14 that was some serious walking around money. Now? Not so much. It’s a shame I don’t have the spare time I did when I was 14 now.
Update 2012-12-26: And we’re back: our long national nightmare is over.
Just a heads up to my readers, and random Internet people, that my three D&D web apps: Random Carcosa, The LotFP Summon Spell, and my Random Character builder are all offline at the moment. My host seems to have broken them when moving my account to a new server. It’s Christmas so I don’t expect my host to get back to me with what’s up too quick, and i’m not sure I’ll have time to dig into this for the new few days.