Ondath
Hero
My multiplanar adventure's first leg outside of my own campaign setting was in Dragonlance, and running 7+ games set in this setting has given me the opportunity to see a lot of things I had missed when I first read the setting in middle school:
1- As another big fan of Dragons, I really like the ways in which the setting puts them at the centre.
2- Dragonlances and Orbs of Dragonkind are really awesome items, and I tend to include one Orb of Dragonkind in every game I run regardless of the setting.
3- For a setting that was supposedly too centred on one single conflict, I think the Age of Mortals (pre-Mina and the whole One God shenanigans) and the Dragon Overlords is a really interesting direction for the setting to take. There's no clerical magic, no High Sorcery, and dragons bigger than any native dragon divide the map between themselves. It gives a real post-apocalyptic feel to the setting, and I think it might even do it better than the initial post-Apocalyptic form at the start of the War of the Lance (mostly because there's a clear apocalyptic force ruling over your head, so the campaign turns into one of survival very quickly).
4- Like Oofta says, I really like how the game is unapologetically epic fantasy. There are people fighting for good even if they know they are doomed, and I think that's a really fresh theme compared to the gunk of cynicism that permeates some settings.
5- The Three orders of High Sorcery (as well as their extremely taxing entrance exam) is a really sensible way of putting spellcasters in your world without making them overpowered.
1- As another big fan of Dragons, I really like the ways in which the setting puts them at the centre.
2- Dragonlances and Orbs of Dragonkind are really awesome items, and I tend to include one Orb of Dragonkind in every game I run regardless of the setting.
3- For a setting that was supposedly too centred on one single conflict, I think the Age of Mortals (pre-Mina and the whole One God shenanigans) and the Dragon Overlords is a really interesting direction for the setting to take. There's no clerical magic, no High Sorcery, and dragons bigger than any native dragon divide the map between themselves. It gives a real post-apocalyptic feel to the setting, and I think it might even do it better than the initial post-Apocalyptic form at the start of the War of the Lance (mostly because there's a clear apocalyptic force ruling over your head, so the campaign turns into one of survival very quickly).
4- Like Oofta says, I really like how the game is unapologetically epic fantasy. There are people fighting for good even if they know they are doomed, and I think that's a really fresh theme compared to the gunk of cynicism that permeates some settings.
5- The Three orders of High Sorcery (as well as their extremely taxing entrance exam) is a really sensible way of putting spellcasters in your world without making them overpowered.