Gaming

This Brutal Setting Is Perfect for a Soulslike Dungeons & Dragons Game

Dungeons & Dragons is typically associated with high fantasy, tales of epic heroes saving the day. Baldur’s Gate 3 is probably the first thing many modern D&D fans think of, but there are numerous other settings and worlds under the franchise. It’s clear there is a desire for more games, but what the future holds for D&D’s video game adaptations is unclear. So many possibilities exist, especially when looking at the wider range of settings available. Games don’t need to take place in the Forgotten Realms and I think they should look elsewhere. I’m tired of Baldur’s Gate, Neverwinter, and even Waterdeep. Instead, they should look outside these settings and genres previous games have used.

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A soulslike Dungeons & Dragons game is an easy way to subvert previous expectations, and the perfect setting already exists for this project: Dark Sun. Introduced in the early 1990s, Dark Sun is the most brutal and unforgiving setting ever published for D&D. Its unforgiving world and inherent difficulty go hand in hand with soulslikes, making it a natural fit.

Dark Sun, A Harsh World Built on Survival and Despair

Dungeons & Dragons Dark Sun
image courtesy of the wizards of the coast

At its core, the soulslike genre thrives in worlds where despair isn’t just a theme, but the foundation. Decaying worlds, deadly monsters, and dangerous combat are hallmarks of these games. Dark Sun embodies these aspects like no other D&D setting. Athas, the desert world of the setting, is a place where the land itself is your enemy. Food and water are scare, cities are oppressive strongholds, and each encounter isn’t about winning, it’s about surviving the one after.

Dark Sun is a world of impossible odds, something that can be seen in FromSoftware’s soulslike games. The gods are either dead or have abandoned Athas. The barren wastes are inhospitable and the most precious resource is not gold, but water. Players in this setting don’t search for loot, but supplies needed to stay alive. A single misstep or mistake can be life or death, further echoing the spirit of soulslike games.

Even the cities offer no comfort or safety. Each is ruled a tyrannical sorcerer-king through absolute power and fear. These individuals are next to demi-gods and expect absolute loyalty from their subjects and anyone who passes through their cities. No where safe in Athas, a lesson that is hammered into players’ minds everywhere they go. Danger lurks around every corner and I’d love to see this setting interpreted into a soulslike game.

Dark Sun’s Psionics, Scarcity, and Moral Choices as Core Mechanics

Dungeons & Dragons Dark Sun
image courtesy of the wizards of the coast

What further differentiates Dark Sun from other Dungeons and Dragons settings is its stance on magic. Magic is dangerous and the cause of Athas’ ruin and decay. Sorcerers and wizards used Defile magic to drain the very planet of its life in their quest for power, ultimately destroying it. All that remains is the barren wasteland with pockets of life and nature. As such, magic is viewed as forbidden, with spellcasters potentially being killed by mobs if their casting is witnessed. The choice to pull from what little life is left in the planet introduces a moral choice as well. This tension and risk vs. reward would suit soulslike gameplay well.

But magic isn’t the only tool in Athas. Psionics, strong mental powers, are the norm. This ranged from simple telekinesis to devastating psychic attacks and it was available to nearly every person on Athas. Including magic and Psionics in a soulslike title would give the player various options. Magic may be stronger, but using it comes with the risk of discovery, whereas Psionic abilities can be deflected by enemy Psionics, but don’t carry as much risk. Strong Psionics also run the risk of being discovered by the sorcerer-kings, who may view these as threats.

The scarcity of Dark Sun also opens the door to numerous mechanics as well. Healing items could be tied to rare resources, forcing players to consider when to use them carefully. Weapon degradation, especially considering how rare metal weapons are in Dark Sun, makes players think when to engage and when to run. The desperation of scavenging could lead to the choice of robbing other survivors, or risk finding supplies in the wasteland. Every decision could feel punishing and as challenging as encountering a boss fight.

The Perfect Fusion of Lore and Difficulty

Dungeons & Dragons Dark Sun
image courtesy of the wizards of the coast

The beauty of a Dark Sun soulslike wouldn’t just be the mechanics; it would be a seamless bond between the setting’s lore and the genres difficulty. Soulslike worlds are brutal and dark, themes that match Dark Sun. Not only this, but players often discover the narrative through environmental clues, cryptic dialogue, and a sense of piecing the history together. The fallen civilizations, mysterious tyrannical sorcerer-kings, and deadly wasteland are perfect for this, especially for those unfamiliar with the setting.

Wandering through the ruins a former city or discovering one of the few remaining forests would show the former splendor of Athas. Players could find hints of the sorcerer-kings’ rise to power, or even the Wanderer’s Journal itself, an important item in Dark Sun. Secret pacts of druids or nomadic Elves could trade information for valuable resources. The potential of storytelling could show how dangerous the world became and what it used to be like.

Dark Sun is one of my favorite settings and there is almost no way to make it work outside of a soulslike game. Scarcity, corruption, and overwhelming despair are hard themes to explore. The soulslike formula of triumph over impossible odds and how rewarding this feels is the perfect mash up though. The demand for Dungeons & Dragons games is higher than ever, and I think this combination could be the next big hit for fans.

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