Dragonlance Dragonlance Adventure & Prelude Details Revealed

Over on DND Beyond Amy Dallen and Eugenio Vargas discuss the beginning of Shadow of ther Dragon Queen and provide some advice on running it.

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This epic war story begins with an invitation to a friend's funeral and three optional prelude encounters that guide you into the world of Krynn. Amy Dallen is joined by Eugenio Vargas to share some details about how these opening preludes work and some advice on using them in your own D&D games.


There is also information on the three short 'prelude' adventures which introduce players to the world of Krynn:
  • Eye in the Sky -- ideal for sorcerers, warlocks, wizards, or others seeking to become members of the Mages of High Sorcery.
  • Broken Silence -- ideal for clerics, druids, paladins, and other characters with god-given powers.
  • Scales of War -- ideal for any character and reveals the mysterious draconians.
The article discusses Session Zero for the campaign and outlines what to expect in a Dragonlance game -- war, death, refugees, and so on.

 

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I mean if you played the original it was possible the fail, which would give you a completely different ending than the novels. For an RPG product l, the actual RPG experience is always more important to me. I’m not here to play someone else’s story after all.
Adventure content is meant to be played. Setting content is meant to be read and used or not used as the DM sees fit. That includes the setting's history. If you would prefer that Dragonlance's history be different, you are welcome and encouraged to change it for your table.
 

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It did not "go" in any manner.

It is an RPG. It WILL "go" the way your players make it.

It is still Dragonlance without Goldmoon exclusivity. But better, because you and your players made it yours.
That is  one way to go. See my comment above.
 


Yes, thats fine. I'm not sure I need to see how Wizard's rehashes it anyway.

I mean we have Good black robes right?
About as many as there are"Good" Slytherin. It's possible, but not all that common. Then again, they do have to play nice with white robes and have no love for the other evil gods, so making them more antiheroes than outright villains seems appropriate.
 

It did not "go" in any manner.

It is an RPG. It WILL "go" the way your players make it.

It is still Dragonlance without Goldmoon exclusivity. But better, because you and your players made it yours.

I'm curious, how much do you remove or change before it's no longer Dragonlance? Remove some races? Change another? Add in some others? Change how the magic works? Add certain elements in sooner? Later? Grand events that changed the world? How certain types of characters act or dress?

Or as long as it has dragons and lances in a one specific instance in its history, it's still "Dragonlance"?
 


I'm curious, how much do you remove or change before it's no longer Dragonlance? Remove some races? Change another? Add in some others? Change how the magic works? Add certain elements in sooner? Later? Grand events that changed the world? How certain types of characters act or dress?

Or as long as it has dragons and lances in a one specific instance in its history, it's still "Dragonlance"?
Dragons, lances, and war do seem to be all that WotC 5e has gleaned from the setting.
 

I mean if you played the original it was possible the fail, which would give you a completely different ending than the novels. For an RPG product l, the actual RPG experience is always more important to me. I’m not here to play someone else’s story after all.
Not once it starts, no. It’s ours and will play out however we decide. But I want the start to be the same. I want the established lore to matter up until the point of contact with my players.
 



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