Hello /tg/!
I recently started reading Gene Wolfe's Book of the New Sun and got inspired to run a DnD campaign based on it. The overarching storyline would be that the sun is dying and there is a cult trying to speed up the process.
The main question is how should I pull this off subtly, yet obvious enough to entertain the players and give a general impending doom feeling?
Also what effects would a cooling sun present on the planets ecosphere and magic? My idea is to fuck with some cleric and paladin powers that relate to the sun, thus giving a hook for the players to investigate.
Any ideas how could I make this truly remarkable?
Dark Sun campaign setting. A cult of wizards are trying to destroy the sun so they can use magically freely
>>54272664
Sounds good. I'll look into that.
Any other advice for a relatively new GM on how to run this well?
>>54271621
Killing the sun was an Illithid plot in old D&D, there's some material to be mined there.
>>54273381
Make the presence of the cult huge and make them a dominating force. Basically run it as a conspiracy game full of intrigue. Build up on atmosphere heavily. Lots of NPCs with heir own motives and ideas. Make it so that the party doesn't know about the plot to kill the sun.
Could through in some Mythos in there as well (Psionics are part and parcel of Dark Sun)