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Shadows of a Dark Sun
Call this a statement of intent. I plan on collecting my thoughts and ideas for using the Shadows of the Demonlord system to run a 2E AD&D inspired Dark Sun campaign. That means, while the mechanics are nominally based on Shadows of the Demonlord, there will be somethings, like Path and Race restrictions, which are directly inspired by the source material. I am going to focus on the Ancestries first, followed by picking and choosing paths that feel appropriate to the setting. This will likely be a lot of guidelines, rather than strick lists of what does and doesn't fit, though I will provide examples. I will also be breaking down Arcane vs Divine vs Psionics (including Wild Talents) because these are one of the specific ways in which the setting is defined within the original source material. ### Ancestries The plan here is to not reinvent the wheel, instead, i am going to try and use existing ancestries as much as possible, wherever possible. Sometimes this doesn't work, because nothing like it exists in Shadows like the Aarokokra. Or the Dark Sun version is just, so very different, like the Dark Sun version of the Elves. I am not Pterrans, because they are both rare, and not very interesting. Maybe i will come back to them in the future. 1. Humans (Core) - Baseline. No reason to reinvent the wheel 2. Haflings (DLC) - halfings are halfings mechanically. Just renamed or refluffed some of the abilities. [Link](https://www.gmbinder.com/share/-MPWqg8ItXTqw9T7VCjj) 3. Aarakokra - building from scratch completely [Link](https://www.gmbinder.com/share/-MJevDoPH2odTvSFBSDp) 4. Elves - also building from scratch completely. Shadows elves are very much not Tolkein-esque or D&D elves. [Link](https://www.gmbinder.com/share/-MJqFjZxR3PoJAK5XBlU) 5. Muls - I think I am going to be reskinning HobGoblins. [Link](https://www.gmbinder.com/share/-MP7FOCf1s6VSMN1aECm) 6. Half Giants - likely going to reskin Jotun (AGD) for this, including making them a powerful heritage. 7. Thri-Kreen - going to start with yereth (DLC2) as a base, and drawing upon the 4E iteration of the race rather than 2E. 8. Half Elfs (N/A) - I forgot that Half Elves in Dark Sun are very different from the other settings. [Link](https://www.gmbinder.com/share/-MP7F-5DSjK4G5F6yyyo) 9. Dwarves (Core) - re-wrote to include focus [Link](https://www.gmbinder.com/share/-MPWqYPVc0NCjNv70esO) ### Paths There is really no way to not have to spend a lot of time here, so I will mostly go into the novice paths and the changes that need to be made there, and then a guide on how to adjudicate Expert / Master paths that would be fitting to the setting. Some likely just need some reskinning, others would need to be banned, and some just restricted, either by race, or have some of thier features restricted, specifically access to certain kinds of spells. At the very least, there will be some Ancestries that can't take the Magician novice path, which is going to the default "Arcane" starter path. And i will be removing the Cantrip talent, replacing it with the choice of a Preserver or Defilier talent. Rogues will not be able to take Dabbler and become spellcasters, it just doesn't fit the setting. ### Magic This is where I am going to have the easiest, or hardest, time. Mostly its just labeling things as Arcane, Divine, Psionic, or multiple, as some types of spells are available across all of the various kinds of casters. I will also address Wild Talents here. I am thinking about using Spell Points for "Psionic" characters to make them feel different, but i don't know how well that will balance against the Arcane / Divine characters, especially in the areas where their abilities cross over. Rough idea is for the Novice paths to define the kind of magics you use. Magician is Preserver/ Defiler, Priest is the Elemental Clerics, and Adept path being the Psionisist. Which still leaves me with needing to make a Druid and Templar novice paths, unless i want to make them Expert paths that split off the Priest path? Not 100% sure here.
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