Mercurius
Legend
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.
Yes, I agree with you here. This was, as I said in the OP, one of my main beefs with JM's article - he didn't seem to want to allow for a diversity approaches to the game; that kind of narrowness is what gives the "grognard" a sometimes negative connotation, sort of like a crotchety old man who is unwilling to embrace change.
So, no, this is too much blame or praise on Weis & Hickman.
You kind of reiterated a point JM made himself; he doesn't see Weis & Hickman, or Dragonlance itself, as the big bad wolf, but a "touchstone" for a shift in trend, and the point where--according to JM--D&D took a downturn that was never reversed.
I very much agree here. OD&D is the core of the game. Opinions are likes, 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.
We shall see. I'm thinking that, as is, it can be what you want it to be - as long as you don't mind when they come in with a 3E-esque and a 4E-esque module, even with the three hardcovers.
This is why I want to see them come out with a separate starter set - to allow for folks who only want the simple core. I still think its a good idea to come out with this first, a commemorative product to the 40th anniversary of the OD&D box set. Then, 1-3 months later, they could release hardcovers that offer different modular options that allow for styles similar to 3E and 4E...but this probably belongs in another thread.
No. Dragonlance was not the beginning of the end.
Well it was, according to JM, the end of "old school" as the mainstream, default mode of D&D. I think he's right in that.
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.
I think this misses the point. It is not simply about coming up with "new" ideas, but ones that are derived from and influenced by more than just other RPGs, and D&D itself. I'm reminded of something I read somewhere about the problem with the later Star Wars movies. The earlier ones were vital and fresh and mythic because they were source in world mythology, whereas the later movies had a kind of stale, commercial quality because they were primarily influenced by both the other Star Wars movies and other media forms.
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.
Again, I think you're missing some of the subtlety of his argument. He's pointing at Dragonlance because it was "multimedia" in that it was beyond just the RPG - the main money-maker was actually the novels, which drove the franchise, including the RPGs. In other words, decisions about the RPG were made based not only or even primarily on what was good for the RPG line itself, but how it "trickled down" from the novels.
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.
This is an uncalled for jab and simply inaccurate. James Maliszewski has some quality RPG design credits to his name; check it out.
Did Dragonlance kill D&D and takes its stuff? It tried, but D&D succeeded at a Stealth check, backstabbed Dragonlance, and buried the body under a stone marked "Saga".
That's pretty good.
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.
This is very well said in a nicely succinct way. Well done.