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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I can give some insight as to why I think they went this was, and why I think it was a good decision.

1) the obvious one was to make the setting different, like the steel currency and kender. Dragonlance was the first setting to deviate from core rules, and so the changes were tentative, and orcs didn't really matter. By the time Dark Sun came round, nine years later, the writers where much bolder. If you look at the Baldur's Gate computer game, there were no orcs in it. Bioware where explicit that they were bored with ubiquitous orcs and wanted to use some of the less frequently used generic monstrous humanoids (xvarts, hobgoblins and gnolls).

2) From an authorial point of view, you only include a story element if you intend to do something with it. And Dragonlance was always highly focused on a single story. Orcs basically have two stories you can tell with them. Either they are the minions of evil, or you subvert the minions of evil story, and they are misunderstood noble warriors. Since the Dragonlance story is focused on dragons, it needed dragon-related minions of evil so that slot was taken, and since Dragonlance was focused on black and white obvious morality, it had no place for a subversive "evil isn't really evil" story.

3) With hindsight, this happened to be fortuitous, since the much less human looking draconians avoid the unfortunate racist connotations that orcs carry these days.

3b) Also, draconians, with their special abilities, make much more interesting combat opponents.
1) And, as we've seen through time, there are much better ways of differentiating settings than banning core aspects of the game from them. Orcs don't need to be banned for Dragonlance to be different from the Forgotten Realms.

2) That's from an authorial point of view. Not from a worldbuilding one. Dragonlance is a setting. Sure, the main storyline, War of the Lance, is what most people know it for, but the world should be designed as a TTRPG setting. Not as a novel setting. Also, the "they didn't want orcs because Draconians are the world's always evil monsters" argument doesn't work because the setting still has Goblinoids. If they were truly aiming for "Draconians are this setting's always-evil monsters so we don't need others", they wouldn't have included the Goblinoids.

3) You're right. But "Orcs are problematic" is also a part of other worlds and Dragonlance has more than its fair share of things that didn't age well.

4) Sure. But if they're not always-evil monsters, they don't need to be fun in combat.
There is no "over the newer community". You're making a purposefully ugly and divisive comment when I and others here are not doing that. But it seems by painting certain fans of settings as bad (for the game) is your ultimate goal otherwise why characterise them as such.
Notice your language and notice mine.
There is a newer community of D&D players that were brought in through 5e. They have different views of what the game is and should be than many of the players that have been around since Dragonlance was originally published. And newer players are less likely to be "setting purists" for Dragonlance, because they probably don't know much about the setting.
There is no reason a re-released setting cannot remain true to what has come before, and be presented in a digestible format that new players can grok.

There is no either/or here. Now if you didn't like the original setting to begin with - just say you don't like it. Changing it around so much that it is just a skinsuit trading on nostalgia, and not expecting older fans to point it out is a bit weak sauce.

Like I said earlier, the amount of older lore that actually did need to change is, and was, much, much smaller than the wholesale lore changes WotC ultimately did make.
We haven't seen most of the changes yet. "The wholesale lore changes WotC ultimately did make" are currently unknown. We know that the Mages of High Sorcery have changed a bit to fit 5e's version of arcane spellcasters, and we have art that shows the Knights of Solamnia without their signature mustaches, but otherwise we currently do not know what changes WotC have made to the setting.

I have mixed feelings about Dragonlance. There is a lot of it that I think is really bad (Tinker Gnomes, Kender, Gully Dwarves, how it deals with Alignment, time-travel, the backstory of Draconians, etc), but there are parts that I really, really like. Dragon-riding knights, seafaring minotaurs, Lord Soth, flying citadels, wizards binding themselves to one of the moons (even though I think it's dumb that they tell everyone their alignment through their robes), and a lot more. There is a big chunk of the setting that I dump in the garbage, lots of parts that I would recycle into new/revised ideas, and a lot that I would keep the same and/or expand upon.
 

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Like always when a former niche product is being marketed to the mass market quality suffers as instead of detailed products you get generic mass produced stuff designed to appeal to the maximum amount of people with only shallow interests.
The new Dragonlance is a good example of that it tries to draw it a few older fans with its name, but everything of its flavor which stands in the way of mass market appear got removed.
 

There is a newer community of D&D players that were brought in through 5e. They have different views of what the game is and should be than many of the players that have been around since Dragonlance was originally published. And newer players are less likely to be "setting purists" for Dragonlance, because they probably don't know much about the setting.
You're not wrong, but at the same time there are plenty of newer D&D players who are unfamiliar with MtG and it didn't stop WotC from protecting the lore with a couple lines of text suggesting a baseline to approach running a Theros or Ravnica campaign. Heck, I legitimately didn't know MtG had lore and thought the different themes released were more of an art direction type of concept. The MtG gift sets I've bought haven't ever come with a book or handout to explain "so this year's Kamigawa release is about..".
 

Like always when a former niche product is being marketed to the mass market quality suffers as instead of detailed products you get generic mass produced stuff designed to appeal to the maximum amount of people with only shallow interests.
The new Dragonlance is a good example of that it tries to draw it a few older fans with its name, but everything of its flavor which stands in the way of mass market appear got removed.
Eh, I don't know if I'd say everything. There are certainly things that I'm interested in how they explain, but as a Dragonlance fan of over 30 years I think for the most part they're trying to make something that draws from its roots while realizing maybe some of the material doesn't work in 5E without excluding a large chunk of the PHB classes. We'll see in about a month how close they got.
 

1) And, as we've seen through time, there are much better ways of differentiating settings than banning core aspects of the game from them. Orcs don't need to be banned for Dragonlance to be different from the Forgotten Realms.
Define: better.

What exactly is your problem with a setting not including a bunch of ugly humanoids ripped off from Tolkien? I don't see why you are so attached to orcs.
2) That's from an authorial point of view. Not from a worldbuilding one. Dragonlance is a setting. Sure, the main storyline, War of the Lance, is what most people know it for, but the world should be designed as a TTRPG setting.
"Should have been" is irrelevant. It wasn't, it was designed to support a specific narrative. Not liking a setting is fine, but don't you think wanting to change it to fit some arbitrary design philosophy when it's fans like it the way it is, warts and all, is rather unkind?
3) You're right. But "Orcs are problematic" is also a part of other worlds and Dragonlance has more than its fair share of things that didn't age well.
Indeed, ideally orcs would be best removed from other settings as well. But you know what?! People are attached to those settings, and like them the way they are, orcs and all.

And certainly, I have no problem with changing Dragonlance to bring it in line with modern sensibilities with regards to things like gully dwarves. But the things it got right in the first place? Those it should hang on to.
4) Sure. But if they're not always-evil monsters, they don't need to be fun in combat.
No, they don't serve any purpose, so they don't need to be in at all.
 

Define: better.

What exactly is your problem with a setting not including a bunch of ugly humanoids ripped off from Tolkien? I don't see why you are so attached to orcs.

"Should have been" is irrelevant. It wasn't, it was designed to support a specific narrative. Not liking a setting is fine, but don't you think wanting to change it to fit some arbitrary design philosophy when it's fans like it the way it is, warts and all, is rather unkind?

Indeed, ideally orcs would be best removed from other settings as well. But you know what?! People are attached to those settings, and like them the way they are, orcs and all.

And certainly, I have no problem with changing Dragonlance to bring it in line with modern sensibilities with regards to things like gully dwarves. But the things it got right in the first place? Those it should hang on to.

No, they don't serve any purpose, so they don't need to be in at all.
As I said before I think the complains about not wanting orcs is that for some people its ideological. For them not wanting orcs is uninclusive and racist for some reason.
It makes no sense at all, but thats todays age and twitter bubbles.
 

What kind of disrespectful,rude player would insist the DM bend the knee to their self-entitled spoilt demands instead of respecting that the DM does so much hard work and investment and deserves to enjoy themselves too?
Why should such a spoilt, insensitive crybaby be allowed to ruin anothers enjoyment when they could just go olay an orc somewhere else or respecfully and POLITELY agree to play something else?
Who wants or needs players like that at their table?
Exhibit A to my post below:

I think that the same could be said of DMs. Most are reasonable and flexible. Then there are those who think their word is law, their extreme railroading and GMPCs are brilliant, and the problems is “all the bad players out there” rather then their own actions.

Where I think the difference lies is that a lot of both official and unofficial advice tends to encourage DMs to think of themselves as justified in taking unilateral decisions, rather than being just one of the players.
 

As I said before I think the complains about not wanting orcs is that for some people its ideological. For them not wanting orcs is uninclusive and racist for some reason.
It makes no sense at all, but thats todays age and twitter bubbles.
I do feel that orcs make some players uncomfortable.

Me, I just think they are boring.

But I think that generally, monsters should not be "part of the setting". Monsters are not natural creatures, and should not be treated as such. Settings should be as close to the real world as possible, and only include those fantasy elements that are necessary for the story. Rather than ruling everything in, I prefer to rule everything out, and only add back as needed. If the setting has a purpose for orcs, then it has orcs. Otherwise, orcs do not exist in that setting.
 
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