Like everybody else, I’ve been listening to the news about Wizards of the Coast’s 5.5 Dark Sun product. People have been asking me, “So, JP, what do you think about it?"
Do I think Wizards can produce something great, playable, and well-received? No, I do not. I don’t think the people they have there possess enough experience with the setting to understand what Dark Sun was. Or why it was so interesting in playing there vs Greyhawk or Dragonlance. They watched a few drawings and skimmed over campaign reports. The good ol' case of the allegory of the shadows in the cave.
So... what do I expect from Dark Sun 5.5? Not much.
Looking through my old Dark Sun material, I began to think about it and really wanted to play it. I went through my little beige book of notes and half-ideas and began blasting out Dark Sun-style content. I didn't want to redo Dark Sun. I wanted to take the elements I loved most about it and use them in a campaign setting of my own.
Something that would work together with the rest of the FOE settings while maintaining its complete independence from everything else.
I came up with a list of elements I wanted.
- Different city-states each with its unique culture and appearance.
- A unique dragon.
- A world in the throes of falling into complete destruction.
- Scarce resources
- Use psionics
- Possibility for a lot of adventure: exploration, politics, dungeoncrawling
- Great Mages
- Fit into the rest of the FOE universe, while remaining outside of it.
Over the course of the next few days, I will be posting what I have been working on this new "FOE Dark Sun" featuring unique opponents, in a series of posts.








































