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 can't imagine how much they would have to change to make DL a general setting, it would take pages and pages of changes... but I have only suggested some tweeks here and there,

Not much at all.

Alignment? Remove. You can do that by holding your thumb over the relevant line of text.
Towers? "Oh they actually dont work with Evil."
Kender? "Just boring halflings"

What else?
 

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Not much at all.
have you actually read what I wrote or are you so mad you just assume you know?
Alignment? Remove. You can do that by holding your thumb over the relevant line of text.
very true but alignment has been phased out so much I can't imagine why we need it for the towers.
Towers? "Oh they actually dont work with Evil."
that isn't what I asked for... The good members not to knowingly work with evil... and all you need to change is allow good people access to black robes and evil people to white robes and BOOOM it becomes a case by case basis's and no more cartoon villainy color coded.
Kender? "Just boring halflings"
modifying kender doesn't remove them... so again you are tilting at windmills
What else?
make the balance more important, either show how when good held sway the good caused problems (not evil things good things) or (my personal choice) make good enter into the balance agreement to stop evil from going all out and in doing so tie there own hands as well. or something else that doesn't make 'too much good' actually be lawfule evil"
 



then they are not good... that is simple if letting evil have magic is more important then being good they are not good.
They are not good by your personal, specific standard.

They are good, they follow the God of Good Magic. Its right there. The point is to protect Magic, and work together.

I mean...there's depth there, but we just arent allowed to discuss it here. :LOL:
 

It's a VERY Christian mindset
That's what I was getting at when I said that the theological dimensions are all pretty familiar.

it's a very different compared to the other worlds of D&D.
That's because most approaches to D&D are basically modernist/nihilistic, inspired by REH. Even where they have "gods", they're really just superpowered humans.

An exception in my view is default 4e.
 

They are not good by your personal, specific standard.
why is it people think "That's just your opinion" is an argument? as opposed to what? Just YOUR opinion?
They are good, they follow the God of Good Magic. Its right there.
yet they don't think it's important to be good...
The point is to protect Magic, and work together.
yes and as I keep saying... you know what let me get you a quote form someone smarter then me

“If you are neutral in situations of injustice, you have chosen the side of the oppressor. If an elephant has its foot on the tail of a mouse, and you say that you are neutral, the mouse will not appreciate your neutrality.”​


― Desmond Tutu
I mean...there's depth there, but we just arent allowed to discuss it here. :LOL:
 

And if you want a group of Good casters that oppose the ways of the Order, feel free to create it. Sounds like an interesting, and more importantly additive idea.
Speaking for myself, I would love for there to be some worthwhile options for arcane spellcasters beyond the Mages of High Sorcery.

Unfortunately, when it comes to arcane spellcasters at the moment, the Mages of High Sorcery is all WotC is talking about. That is understandable, given that this is primarily an adventure module rather than a full setting guide. We're only getting the basic, "cliff-notes" version of what the new 5e Dragonlance is, which means that even if a full setting book might hypothetically go into the kind of detail on Renegade wizard cabals that would satisfy me, the options we're actually getting in the book that is actually being published are whittled down to being join the Mages of High Sorcery or just...choose not to, forgo the feats, and play your bog-standard wizard PC with the understanding that you'll likely be merc'd by an arcane hit squad at some point if you dare to step out of line - or if some Black Robes want your spellbook and think they can get away with it.

And since those options are the only ones I'm being given, I'd like for the High Sorcery part of the equation to at least do something a bit more interesting than color-coded alignment for my trouble. But make any suggestions for a change there, and we're "diluting what makes the setting unique".

Unless and until we get a full setting book, the only way I'm going to get any options outside of the Mages of High Sorcery is if I go out of my way to homebrew them myself (which, as I have been clear that I am not a Dragonlance expert, would almost certainly not integrate into the world as cleanly as something developed by a setting expert) or someone publishes some interesting 3rd Party material on the subject once Dragonlance is opened up on DMsGuild, both of which only really apply to the setting as it is played at my table. I have nothing against homebrew and 3rd party material - I am more than happy to use it where I see fit - but saying that WotC can't/shouldn't put effort into developing out aspects the original version of the setting neglects or in revising/reinterpreting aspects that fall flat for some audiences simply because we can hypothetically fix it ourselves is...kind of missing the point.

I know I can homebrew - everyone knows that homebrew is an option. If I wanted to homebrew, I wouldn't be looking to a pre-packaged setting in the first place. I want to like Dragonlance and there are things here that I feel have potential, but if nothing can really be added to the setting (until we get a proper setting guide), and nothing can really be changed about the setting (so as to avoid the ire of setting purists), then what pray tell are my options other than just quietly swallowing my criticisms, rebuilding a personal version of the setting from the ground up, or walking away?

If they're reimagining the setting anyway, I would like them to reimagine it in a way that gives me more to work with, and I think they can do that without ruining the setting for classic Dragonlance fans, even if there are some things from DL Classic that are changed in the process.
 
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