Did Dragonlance kill D&D and take its stuff? (And a Question of the Way Forward)

Mercurius

Legend
On a Google search I came across James Maliszewski's (JM) site Grognardia, which I hadn't read in a couple years but remember reading early on, and even before - his LiveJournal entries that inspired the blog.

Anyhow, I came across this very interesting blog article: How Dragonlance Ruined Everything. Understand first that it was written in April of 2008, right before 4E came out. It is quite interesting and well-worth the read, but the long and short of it is that, according to JM, Dragonlance "ruined everything" (namely, D&D) in a few ways:

1) It set in motion an uroboric process whereby later FRPG design was inspired by and based upon earlier FRPG design, which led to a kind of regurgitative diminishing of creativity, un-rooted in tradition and often unwilling to foster new ideas (he compares this to the Shannara books, which had a similar impact in fantasy literature). To quote JM:

"[after Dragonlance]...D&D -- and fantasy RPGs in general -- would be snakes swallowing their own tails creatively. That process continues to this day, with D&D ever more influenced by its creative progeny rather than either cleaving to older traditions or creating its own."

2) Dragonlance would embrace an approach to gaming with little freedom for the PCs, the epitome of the infamous "railroading," with numerous (negative, according to JM) ramifications. Another quote:

"From that point on, "story" came to dominate the way D&D and other RPGs were presented. No longer were adventures "modules," implying they could be swapped in and out of campaigns with minimal impact. Now, they had to tell a coherent narrative that was dramatically satisfying. Instead of "just a bunch of stuff that happens," adventures had to make sense."


But here's the kicker:

3) By becoming a multimedia juggernaut that relied on novel sales as the driving force, Dragonlance reversed D&D's tried and true formula, as a hobby created by hobbyists, of "fun games first, profit second" (this, I think, was compounded by the takeover by Lorraine Williams in the mid-80s). Here's the quote:

"Dragonlance represents the point where D&D definitively took a turn into becoming not merely a brand name with which to sell lots of things unassociated with roleplaying but where TSR decided that the mere making of money was more important than making money by selling fun games."

Now JM is clear to say that he's being hyperbolic, that Dragonlance is not a lonesome tyrannical culprit that ruined eal D&D but more of a "touchstone" that numerous factors centered on that changed the hobby from "old school" as mainstream to the "post-Dragonlance world" we live in today.

The point of this thread is to start a conversation around the topics in JM's blog, especially as they relate to the imminent arrival of 5E. JM's blog was written five years ago; how has the hobby changed since, if at all? What might we expect from D&D going forward? Did Dragonlance really kill D&D and take its stuff?

I find myself having mixed feelings. On one hand, I often find myself feeling nostalgic for the D&D of yore - the pre-Dragonlance era from which the classic "Gygaxian" tropes were formed, without the "taint" of D&D needing to be anything more (or less) than a fantasy game of dungeon-exploring and dragon-slaying. I'll sometimes browsing through old AD&D modules and locations, from horrific tombs to lost caverns to forgotten temples, shrines and vaults of evil creatures, remembering How It Used To Be.

On the other hand, I can't help but feel that JM is missing something crucial, that the classic D&D of his (and my) childhood is not gone, its just that A) the field has gotten much larger, and B) we're no longer children (or rather, we're more than just children). What "D&D" means is more than it did in its first 10 years (1974-83) before Dragonlance. It also means great epic stories and adventure paths, it means thematically rich and detailed settings from Dark Sun to Eberron, or whatever variation of flavorings have come about since Tasslehoff Burrfoot, Flint Fireforge and Tanis Half-elven re-met after five years apart in a glade outside of a village called Solace, in a flurried medley of poorly written prose and joyfully entertaining story.

Yet then I go back again to JM's side, and think of how diluted ideas have become, how TSR and then Wizards of the Coast have, perhaps out of fear and for primarily financial considerations, kept to what it knows, so that a latter-day 1E setting, the Forgotten Realms, becomes the default setting for 2E, then again for 3E, part of 4E, and back again to primacy with 5E (presumably). A copy of a copy of a copy...I can't help but wish that WotC would be more daring, even if it is only to create a new-but-classic fantasy setting, to create fresh iconic characters and imaginary lands.

There are other forms of self-reference, where everything turns back in on itself. We saw it with 3E and 4E - trying to re-capture something loss, the Golden Age of D&D's (and our) youth. "Back to the dungeon!" And so D&D has oscillated back and forth, from hexcrawl to metaplot, and all kinds of variations inbetween.

I am reminded of the brilliant saying, "The Golden Age of scifi is 12." It wasn't the 1950s or 60s, but whenever one was 12 - an age at which there's a remarkable combination of imagination and intellect, yet without the confusing hormonal uprisings of adolescence. The calm--and Golden Age--before the storm (as a side note, I really see this period as being more of a range, from about 9 to 12). Now we need not take this so literally, but speaking for myself there is some truth to this. I turned 12 late in 1985 and had been into D&D for about four years before. I remember this era fondly, nostalgically, perhaps moreso for late nights reading the depths of the Dungeon Master's Guide or Deities & Demigods than for actually playing. But that was a long time ago.

That said, I find myself wanting the best of both worlds. I want the magic and mystery and pure adventure of my youth, but also the story and depth and richness of later years. What I don't want are half-baked regurgitations of either. I want new adventures in a classic style. I want classic traditions to inform new worlds. I want to experience a new Golden Age, but at 40 or 50, and one that is not simply an inevitably doomed attempt to re-capture something that was lost, but a new Camelot, a new Round Table.

In the end it comes down not to what style or era D&D 5E should emulate, but how it creates and inspires a new era of gaming, whether we're talking about 50+ year old veterans who started in the 70s or 10-year-olds picking up 5E's version of the Red Box. We want to be inspired to create our own worlds (or re-create ones offered for us to play in) - we want to imagine and enact our own games that are dripping with magic and mystery and, when it comes down to it, simply fun to play. We want our imagination tickled - not filled to the brim with pre-formed images, but inspired and coaxed into life.

To do this, WotC has its hands full. They have to try to please many different generations and styles of players. They have to create something that is both glossy and contemporary in its product presentation, but harkens back to a simpler time of crude yet evocative art and themes.

And here comes a suggestion. The core game should feel and play like OD&D or the early basic editions, yet have modules that play like later editions, with even newer possibilities. This, I think, was along the lines of the original design intentions of 5E, but I'm not sure if it is still where they are going.

I don't think anyone knows the right formula, and I think WotC knows this - which is why they're trying to keep it as open and flexible as possible. But I think part of it is a co-imagination, is all of us coming together and at least discussing the way forward, as "one-and-many" - a shared community, but a diversity of styles, ideas, and imaginations.
 

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Dragonlance didn't make me a D&D fan but it definitely elevated D&D to a new level for me. I had been playing D&D for a year and a half or so before Dragonlance came out and I think the only published adventure we played by then was just B2 since it came with the Moldvay Basic set. Before Dragonlance our D&D was basically just going around the world clearing dungeon after dungeon that were randomly populated by us (why were the unicorns living in a dungeon with a red dragon in the next room :) ). Eventually we got powerful enough that we needed to invade the Nine Hells in order to be challanged.

Then I saw the Dragons of Despair on sale and something about it captured my imagination (maybe it was the great cover art). I believe it was the first module purchase I ever made. I was hooked immediately and still love that series of modules and the accompanying books).

Dragonlance added the story into D&D for us. Prior to that we never even considered things like plot and story in D&D. We just killed things (mostly evil things) and took their stuff.

I am not a big fan of very detailed campaign settings. I like have some published info but not too much. If I were to run Dragonlance again (which I want to) I will just base it off of the original modules with little additional published stuff.

As far as railroading goes that has never been as issue in D&D for me. In every group I have been in (as a player or DM) the players happily follow the plot hooks and go on the adventures that the DM has planned (whether it be a published adventure or one of his own creation).

D&D is big enough for roaming around and killing stuff or epic save the world adventures like Dragonlance or whatever type of adventure you want to run. But for me Dragonlance add a lot to the game.
 

Well, Dragonlance (published 1984+) wasn't the first step away from abstract dungeon maps filled with monsters, traps, and treasure which seem to be the Holy Grail of some gamers. I started my gaming career with Against the Cult of the Reptile God (1982), which features a village, wilderness, and a dungeon, all connected by a plot. Oh, and don't forget the high-level mage at the outskirts or Orlane, who is willing to help the PCs, lest they'd be overwhelmed. My second adventure was Sinister Secret of Saltmarsh (1981) with a story spanning three modules in total.

So, no, this is too much blame or praise on Weis & Hickman.

And why do people insist that the extension of the RPG paradigm with plot and story takes something away? Were the Dragons of Despair flying around and destroying old material and habits? Sorry, but this hyperbolic condemnation of any changes in the last 30 years, which a part of the Old School crowd is so busy spreading, is so pitiful.
 

And here comes a suggestion. The core game should feel and play like OD&D or the early basic editions, yet have modules that play like later editions, with even newer possibilities. This, I think, was along the lines of the original design intentions of 5E, but I'm not sure if it is still where they are going..
I very much agree here. OD&D is the core of the game. Opinions are like :):):):):):):)s, but this is what it is. It was written by Arneson and Gygax. Anything without that as its core is another RPG, corporate name rights be damned.
5E had such intent, but its mired in trying to please fans of other systems, and seems to be more of a redesign.
 

Dragonlance didn't make me a D&D fan but it definitely elevated D&D to a new level for me. I had been playing D&D for a year and a half or so before Dragonlance came out and I think the only published adventure we played by then was just B2 since it came with the Moldvay Basic set. Before Dragonlance our D&D was basically just going around the world clearing dungeon after dungeon that were randomly populated by us (why were the unicorns living in a dungeon with a red dragon in the next room :) ). Eventually we got powerful enough that we needed to invade the Nine Hells in order to be challanged.

Then I saw the Dragons of Despair on sale and something about it captured my imagination (maybe it was the great cover art). I believe it was the first module purchase I ever made. I was hooked immediately and still love that series of modules and the accompanying books).

Dragonlance added the story into D&D for us. Prior to that we never even considered things like plot and story in D&D. We just killed things (mostly evil things) and took their stuff.

I am not a big fan of very detailed campaign settings. I like have some published info but not too much. If I were to run Dragonlance again (which I want to) I will just base it off of the original modules with little additional published stuff.

As far as railroading goes that has never been as issue in D&D for me. In every group I have been in (as a player or DM) the players happily follow the plot hooks and go on the adventures that the DM has planned (whether it be a published adventure or one of his own creation).

D&D is big enough for roaming around and killing stuff or epic save the world adventures like Dragonlance or whatever type of adventure you want to run. But for me Dragonlance add a lot to the game.

Same story as me. Almost exactly.
 

No. Dragonlance was not the beginning of the end. It was a new world based on books that a lot of people liked and gave players a chance to either play their hero, or to play a character and do things a bit different and see if they could get the same outcome of saving the world.

The G1-3 and D1-3 series were out before Dragonlance iirc and they took players through a series of connected dungeons where players fought giants and later the drow that were leading them. They were no more or less "rail-roading" than the DL series.

As for the idea that there are no new ideas in gaming; I would suggest that there are very few "new" ideas anywhere. Almost everything has been done or thought of if you study history. The greeks came up with the idea that there are only a limited number of actual plot types, I think it was 32 different plots, and that any story would fall into one of them. The fact that fantasy writers and game developers aren't able to come up with "new" stuff is pretty silly, they are at least as creative as movie writers, which means that they use what is out there as their inspiration.

The one thing that the article kind of gets correct is that when people that love the game are replaced by people that love money, the game suffers. Where the original TSR guys were replaced by businessmen, I think there can be made an argument that the passion and creativity inherent in the original AD&D was not able to be recreated by the business "formulas" that came later. This had nothing to do with dragonlance though.

Not sure why this guy chose dragonlance to beat up on. Guess critics are like that, if they can't do something special, they pick on someone that can and did do something special. Dragonlance sales and long lifespan speak for themselves.
 

For me, Dragonlance breathed new life into a dying fad. It brought the idea that you could do epic storytelling to the game, rather than one-off jaunts to isolated monster-infested treasure vaults.

Sure, it brought some problems to the game - namely railroady adventures, but overall I think it elevated the game and helped show that D&D could be more than hex/dungeon crawling.
 


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