WotC Dragonlance: Everything You Need For Shadow of the Dragon Queen

WotC has shared a video explaining the Dragonlance setting, and what to expect when it is released in December.

World at War: Introduces war as a genre of play to fifth edition Dungeons & Dragons.

Dragonlance: Introduces the Dragonlance setting with a focus on the War of the Lance and an overview of what players and DMs need to run adventures during this world spanning conflict.

Heroes of War: Provides character creation rules highlighting core elements of the Dragonlance setting, including the kender race and new backgrounds for the Knight of Solamnia and Mage of High Sorcery magic-users. Also introduces the Lunar Sorcery sorcerer subclass with new spells that bind your character to Krynn's three mystical moons and imbues you with lunar magic.

Villains: Pits heroes against the infamous death knight Lord Soth and his army of draconians.


Notes --
  • 224 page hardcover adventure
  • D&D's setting for war
  • Set in eastern Solamnia
  • War is represented by context -- it's not goblins attacking the village, but evil forces; refugees, rumours
  • You can play anything from D&D - clerics included, although many classic D&D elements have been forgotten
  • Introductory scenarios bring you up to speed on the world so no prior research needed
 

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It’s not bad faith, it just has flaws, just like all the other ones here ;)

My point remains, if the people butt heads over this and neither is willing to compromise, they do not belong in the same group - and neither one is at fault, or both are, depending on your perspective
this IS in bad faith, you are trying to compare useing the PHB to make a character to homebrewing or useing another game system to make a character
 

The DM is the arbitrater of what's official for their campaign,
I would say the table is... but okay you elevate 1 player over the others...
Especially if it's a homebrew campaign.
this isn't a homebrew this is an official setting released that need to answer to the whole market not just people who noticed a restriction 30 years ago that was a retcon to begin with.
 

D&D settings are designed to supplement the core rules of D&D with additional options and themes. They don't dictate what the game is. If that's too hard to understand, may I suggest an edition more suitable to your desires. DM'S Guild has a whole selection of 2e print on demand...
I don't recall anything in the PH telling me the DM had to allow everything in the book. In fact, I remember quite a few places where the DM gets to make decisions.
 

D&D settings are designed to supplement the core rules of D&D with additional options and themes. They don't dictate what the game is.
Who says anything about dictating, ultimately the DM decides what is in or out.

If that's too hard to understand, may I suggest an edition more suitable to your desires. DM'S Guild has a whole selection of 2e print on demand...

If you do not understand that any race that the setting explicitly says does not exist is not officially in it, regardless of whether it is in the PHB or not, then I am not sure what to do about your lack of comprehension…

Until we hear otherwise, orcs are not part of DL, this may change in a month ;)
 

The DM is the arbitrater of what's official for their campaign, not some company who isn't setting up shop in their game room. Especially if it's a homebrew campaign.
I think your confusing "official" with "allowed".

I ran an honest-to-God Jedi in a D&D game once. Used the d20 Revised rules, made by WotC themselves, to play him. That didn't make Jedi an official D&D character class. Not by WotC, not by the DM. It was allowed to be played though, and that's all that matters.
 


Granted, it's been 20 years since I've read them, but In the novels, the knights (at least Derrick Crownguard and those allied with him who think like him - Gunthur and Sturm don't seem to share Derrick's sentiments) have a real problem with taking orders from Laurana, because she's a woman (and not human on top of that). They get shown up for the bigots they are though
Yeah, the narrative role of Crownguard and his pals in the DL books is to illustrate that the Knights had diminished from what they were back in the glory days of Huma etc. They exist to have hidebound divisive prejudices, and to lead their people to disaster as a result of those prejudices. Crownguard getting called out by Astinius is just clearly demonstrating that in dismissing the martial abilities of women, and the place of women in the knighthood, Crownguard is flying in the face of historical fact for the sake of his own prejudices. Especially since this specific historical fact is that he, as the self-appointed exemplar of Solamnic knighthood, should be aware of.
 

what?!? no don't touch my book

notice how you just said TABLE... like it isn't 1 person making the choice, but remember we have 2 people (most likely friends) coming to the table and 1 wants something and 1 doesn't...

I knew you and others would

why is it "The player doesn't get to force the DM" all I am saying is "The DM doesn't get to force the player"
Of course they don't. But if either side won't compromise, they can't play together. That applies to both the DM and the player. Your arguments come across to me as very "player wins all disputes about PC choices".
 

why? not what WHY? what does it change if there are tribes of orcs?
The High God created the Good, Neutral, and Evil gods, who each created races in their likeness. None of them created orcs, so they don't exist. Considering you're the same person who said adventures don't work in the Realms because Elminster exists and would just solve every problem despite the book never saying he runs around just solving problems, I'm not sure how this is so hard for you to grasp.

I would say the table is... but okay you elevate 1 player over the others...
And according to WotC, you'd be wrong. From the PHB:

In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.

One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm?

Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected.
 

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