Endolf’s right,
For static content think about using a webserver to serve up content. They are designed for this and are very fast at delivering static data quickly and efficiently.
If you are talking about synchronizing user and world state data between the client and server, Darkstar provides the tools to aid you in this but that is it.
You’ll find that the way games replicate data between client and server can be very game specific. You have some games that may replicate an exact copy of server data on the client. Others may treat the client more as a dumb terminal and only send it commands to update the visual state, keeping all of the real details on the server. Then other games may be the exact oposite. The server acts as a match maker but once the clients know about each other, they leave the server out of the equation and talk directly.
With Darkstar you can build any one of these forms of games but you have to put all the pieces together yourself. It’s more concerned with the more complex piece of the game puzzle, core server technology. Think of it as the Application server of the game world, and you get to write the browser.