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Dragonlance Adventure Series
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<blockquote data-quote="Enrico Poli1" data-source="post: 7388860" data-attributes="member: 6947027"><p><strong>5 out of 5 rating for Dragonlance Adventure Series</strong></p><p></p><p>They experimented so much in this string of adventures!</p><p></p><p>- It's the very first Adventure Path.</p><p></p><p>- The story was so good that an entire Setting came out of the novels and the adventures. </p><p></p><p>- More importantly, first came the story and then the game.</p><p>The authors actually changed the way D&D was played, because they successfully tried to bring into D&D the feeling that the players had to "act" like actors in a movie or characters in a fantasy book. The focus of play in D&D changed: in the old days of Gygax, a player wanted to explore dungeons and grow in power; in the days of Margaret Weis and Tracy Hickman, a player wanted to roleplay his character, focus on relationships, and be part of an epic story. </p><p></p><p>- As a consequence, monsters were treated as NPCs with a personality. Remember the old female Red Dragon in Pax Tharkas that thinks that the kids she's guarding are her real sons?</p><p></p><p>- Some minor experimental ideas: the Dream experience in Qualinesti; or the wargame that mingled with a sandboxy search for randomly-positioned artifacts in the Tower of the High Clerist, and that could end in a number of different ways... </p><p></p><p>- That said, the adventures are Average-to-Good; I recently perused them with the D&D 5e ruleset and it all worked amazingly well.</p><p></p><p>- The attached art goes from the absolutely best-of-the-best (Elmore's and Caldwell's) to meh. </p><p></p><p>All in all, I give it a 5-star review not because it is perfect, but because of its experimental nature AND as a paragon of High Fantasy setting and adventure.</p></blockquote><p></p>
[QUOTE="Enrico Poli1, post: 7388860, member: 6947027"] [b]5 out of 5 rating for Dragonlance Adventure Series[/b] They experimented so much in this string of adventures! - It's the very first Adventure Path. - The story was so good that an entire Setting came out of the novels and the adventures. - More importantly, first came the story and then the game. The authors actually changed the way D&D was played, because they successfully tried to bring into D&D the feeling that the players had to "act" like actors in a movie or characters in a fantasy book. The focus of play in D&D changed: in the old days of Gygax, a player wanted to explore dungeons and grow in power; in the days of Margaret Weis and Tracy Hickman, a player wanted to roleplay his character, focus on relationships, and be part of an epic story. - As a consequence, monsters were treated as NPCs with a personality. Remember the old female Red Dragon in Pax Tharkas that thinks that the kids she's guarding are her real sons? - Some minor experimental ideas: the Dream experience in Qualinesti; or the wargame that mingled with a sandboxy search for randomly-positioned artifacts in the Tower of the High Clerist, and that could end in a number of different ways... - That said, the adventures are Average-to-Good; I recently perused them with the D&D 5e ruleset and it all worked amazingly well. - The attached art goes from the absolutely best-of-the-best (Elmore's and Caldwell's) to meh. All in all, I give it a 5-star review not because it is perfect, but because of its experimental nature AND as a paragon of High Fantasy setting and adventure. [/QUOTE]
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