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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To suggest that the original Dragonlance adventures were somehow a sandbox is to completely misunderstand both the term sandbox and to misunderstand the purpose of the original modules. They are the anti-sandbox, and in fact often held up as the definitive end of the Old School because of that fact.
Failure of reading comprehension happens.
I didn't say nor refer to the adventures. I was referring to the SETTING.
 

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Does anyone ever play in Krynn prior to the War? I have never seen it in practice. Most games I have played or run were either during the war in a different location, or in the aftermath. I have seen games set before the cataclysm, as well, but no one I ever knew personally played during the Dark Ages (or whatever it was called) and I have never met anyone who even owned any Taladas materials.
I ran several campaigns. They all started at 1st level, set before DL1. PCs would work their way to DL1.
Ran several homebrewed tests of High Sorcery too.
 




I'm beginning to think between this and the Cataclysm, the driving force of Dragonlance isn't the morality of good and evil, but obedience and submission to authority.
The two are seen as tightly interwoven - obedience/submission is closely connected to good over evil. But not blind or pointless submission - see eg the critique of the Knights of Solamnia in their formalistic adherence to the Measure - but rather submission that is properly motivated and properly directed.

One can agree or disagree, but the theological dimensions of this are all pretty familiar I think. And there are many similar examples in the fantasy canon (King Arthur; LotR; even A Wizard of Earthsea).
 



The two are seen as tightly interwoven - obedience/submission is closely connected to good over evil. But not blind or pointless submission - see eg the critique of the Knights of Solamnia in their formalistic adherence to the Measure - but rather submission that is properly motivated and properly directed.

One can agree or disagree, but the theological dimensions of this are all pretty familiar I think. And there are many similar examples in the fantasy canon (King Arthur; LotR; even A Wizard of Earthsea).
I actually think it has less to do with Good and Evil (as D&D defines it) but by accepting your place in the Natural Order (or the Divine Plan, if you will.) After all, the High Lords are loyal to Takisis and the black robes to the WoHS, and they are still Evil. But think about how often the villains aren't people who are looking for wealth and power, but people who defy the natural order. The King priest overstepping his role and attempting to rival the Gods. Soth's betrayal of his family and the code leading to his downfall. The corruption of good dragon eggs to many draconians. Takisis returning to the world ushering in the War of the Lance. Raistlin's hubris and punishment for challenging the Gods. The notion of renegade wizards and heathen priests. Even Goldmoon being the prophet that ushers in the new era of faith. All of it points to an idea that Good, Evil, Law and Chaos are all secondary to playing your role in the Plan, and true suffering happens when you refuse to fill your role. It's the denial of Fate, refusing your place in the Plan, defying the will of the Gods that causes suffering. It's a VERY Christian mindset and knowing a little about the creators, seems like it would fit their worldview.

Of course, they aren't unique in that kind of mindset, Tolkien and Lewis are likewise very married to the notion of divine plans and suffering born of hubris. But it's a very different compared to the other worlds of D&D. It's why the setting feels simultaneously kitchen sink and very tightly defined.
 


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