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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Don’t tell me whether I make an argument in bad faith, I admit it has flaws, imo it still was closer than the one we had, so there

Also, you conveniently seem to ignore the rest of my post
okay try this then... use the main rule book of a game, make a character for it, and use the rules for the races in the game... I TOTly can call Iron man a bad faith argument.
 

Where did the orcs come from in the lore of the setting? What value do the orcs have to the campaign? Without ASIs and culture stuff, orcs don't really have much going for them to me.
they let the player make the character they want... how is that in and of itself not a GREAT pro
the con is that the DM has to add in the concept (not even mentioning it or showing it) that somewhere there are orcs...
 

What is in or out at the table is decided by the DM, because someone ultimately has to and the DM is the natural choice for that.
this is where the argument comes from. You come from a mindset that the DM has last say, some of us come from a mindset that the group of friends are all equals and decide as a group... neither really matters when discussing what WotC prints.
Now that does not mean the players have no input and that there should not be a discussion and maybe even a vote (this assumes one is needed because no suitable compromise was found)… but, if the DM feels so strongly about it that he rather not run the campaign and the one player feels so strongly about it that he rather not play in it (which is the scenario we are discussing here and I took for granted in my reply), THEN the DM decides, because you cannot very well force him to do something he is so opposed to.
but you can force a friend to sit out hanging up and seeing his friends? or force the player to play something they don't want?
I said time and again that the real solution is compromise, but if that is unattainable, then it absolutely is the DM who decides, and the player is left with deciding whether he wants to play or not. Anything else means one side is forcing their will on the other.
I don't see how "Okay add Orc tribe A and B over here on these planes, we most likely wont see them but you can be from there" isn't a compromise...
 

let me say 1st that is a gross simplification of my "I dislike running modern Forgotten Realms" but not the point... The high god created the gods the gods created mortal races... and this changes how much if we say 1 of them made orcs and they are a tribe over there... now the player can play what they want?



I am having some trouble reading this... where does it say the DM can tell you what you can and cannot play out of the base book?


this is about the player making his half orc

this says just 1 player takes on a different role...

this says the DM makes the adventure, but nothing about making restricting or removing options... and nothing to indicate they get MORE power then the rest of the table on deciding what races to play...

more about in play...


so again, there may be a rule or suggestion (I think there may be in the common/uncommon races section) but not one I see in what you coppied.
I completely understand why you've given a few examples of arguments at your tables. I'm going to bow out of this conversation and just hope your future games are fun.
 


I asked if the DM has to have every heritage in their campaign, and you said, "just the ones the players pick". How is that not saying that the players always win that dispute?
why is there a dispute? If you have a reason, an answer to those 2 questions then teh dm 'wins'

You put the races your players want to play into the game... if you don't want to or can't you explain the reason... but 'someone wrote it 30+ years ago' isn't a reason and 'to be different' isn't a reason.

edit: to be fair they ARE reasons just IMO really bad ones
 



If its one thing the Players should do is make more work for the DM.
what work... again if you give a reason, if you say "here is why this doen't fit" I don't see the problem but so far no one has given a (IMO) good reason why orcs can't be there... and as has been pointed out for the first 2 years people ran this setting no one thought orcs were NOT in it.
 

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