Jon // Oracle, jon[at]athas.org
Want to spice up your campaign? Want your players' characters to feel the stinging heat of the crimson sun? Want your players to see Athas for more than endless dunes of sand? Want to show the gaming community that Dark Sun is unlike all other campaign settings? Good. Welcome to the club!
This article contains various tips and discusses issues to consider for both new and experienced GMs that want to run a Dark Sun campaign.
Depending on the age and emotional sensitivity of your players, describe and make your players' characters relate to the harsh environments of Athas in an appropriate manner. Their characters could get mugged, tortured, killed, sold into slavery et.c - adventuring on Athas is no picnic. Be careful not to overdo it though. Use the occasional bad incident to provoke your players' emotions - few things are more cunning and dangerous than a PC bent on revenge!
Sure, you can toss a Dune Reaper, Braxat or other tough creature at a low-level party, but make sure there is a way to escape and live through the encounter. Don't force the PCs into a battle they cannot escape and cannot win, UNLESS they have done something really dumb. Award foolish mistakes with pain (That's the way Athasians raise their children). Anyone foolish enough to mug a templar, pick a fight with a noble or call a half-giant a big, dumb brute face-to-face deserves to get their teeth kicked in or a dagger thrust deep in between their ribs.
The same applies to Death effects. I can't recall a single player who hasn't felt he was cheated when his character has been killed by a Finger of Death or Slay Living Spell, lethal poison, an unseen assassin's death attack, a deadly trap or some other instant death effect where it all comes down to a single roll of the dice. Spare your players from unnecessary death effects - unless they do something to deserve them. Of course, if your players use Death effects to great extent, they can hardly not expect the same treatment from their enemies...
Visualize a given encounter and try to describe to the best of your ability what you picture inside your head. Ideally your players will picture something similar after hearing your description. Terrains, NPCs and battles should all be described to make your games "come alive".
Make sure your players see more than sand in the desert. For terrain descriptions, the Wanderer's Journal in the original DS Boxed Set and the Wanderer's Chronicle in the Revised DS Boxed Set have good descriptions. A picture says more than a thousand words, though, so check out the "Athasian Photography" section at Ur-Braxa (see Links section). You can find some good illustrations for your terrain descriptions there.
Memorable NPCs are not only the ones who can cleave the skull of a braxat with one blow, but those the PCs interact with and the players visualize well. While the character's actions and a GM's face and voice tells much about a NPC's personality, a good description of the NPC can add a new dimension to the character. Fantasy novels are great for inspiration. Main characters are almost always well described. A novel writer only has descriptions to rely on, while a GM can use his voice and face to supplement them. Combine these elements to make NPCs more memorable!
Although most of you have probably heard this before, battles should *never* be reduced to the static unimaginative form of "19. You hit. 12. The gith missed." Combat is a lot more exciting with descriptions such as: "You crack the gith warrior's helmet open with your axe - leaving a deep red gash in his forehead. The gith staggers a few steps backwards before regaining his balance. He touches his forehead with a long, bony finger and moves it to his mouth, licking it clean of blood. Hissing, he raises his obsidian-tipped spear and leaps forward. Fortunately you manage to throw yourself sideways, and his attack misses you barely." See? You'll have your players on their toes in even the simplest battle. And in Dark Sun, don't leave out any details - If your players have the stomach for it, let them witness limbs being severed in detail; blood sprouts; gutted open abdomens and intestines falling out; eyes being scratched out et.c. There is nothing wrong in turning a battle into a B class action movie if that's how your players like it.
A well-described cool non-magical sword could out value a lame, "standard +1" magical sword in the eyes of certain players. What is a small stone-disc pendant except a worthless piece of junk? If it has a story to it, such as it being a token of gratitude from the chieftain of a primitive tribe for helping his tribe defeat a powerful beast that threatened to destroy them all, it becomes a memento and valued item. Another character could have received a near fatal wound in the battle with the beast, and today he bears the scars from that battle, a permanent reminder of the time he was swaying between life and death trying to defend the primitives of the Ch'og tribe. These small details matter and make the game more memorable to both you and the players.
Movie soundtracks and certain game soundtracks can make good role-playing music. My favorite Dark Sun background music is the Gladiator soundtrack, which has both climatic combat tracks and slower, moody tracks. The Might and Magic series have actual soundtracks on the play CDs from Might and Magic 7 and onward (MM7 is the best soundtrack in my opinion).
Other computer games, such as Dune 2000, Planescape - Torment, Technomage and Diablo 2 also have great soundtracks, but you need a small program called ACM2WAV to convert the music files to wav. format, so you can play them.
That's it for now. An article such as this one could go on and on forever, but all good things must come to an end. I hope I've inspired you or given you some good ideas. Good luck with your Dark Sun campaigns!