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.
I also run a site. It's called the
Dragonlance Nexus. It's this fun uber-source for Dragonlance fandom on the web. So yeah, I'm kind of a fan.
I remember this article when it came out, and I want to say I even talked to James about it. James is entitled to his opinion, of course, as am I. They diverge where Dragonlance is concerned. We do agree on one thing, though - Dragonlance was the catalyst for change.
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.
Why can't D&D be both?
We are all different players with different styles. I'm not a dungeon crawl guy. I crave narrative, story, and character development. Yet that's not for everyone.
D&D is rules. How you apply those rules is what matters. You can waltz into a dungeon, ride on the back of a dragon, survive the burning world of Athas, run a pirate campaign, etc. etc.
The article mentions multimedia and corporate profit. I think these were inevitable. If not Dragonlance, then some other setting.
These days, D&D is a brand that encompasses many aspects of the D&D experience, from RPGs to novels to board games and so on. Where I think WotC falters is placing the RPG first and having everything else follow. I think some D&D properties can lend well to all of these (i.e. Forgotten Realms). But let's look at Dragonlance. During the 3.5 days, Margaret Weis Productions, who held the DL RPG license, had to follow the novels. In 4e, everything had to follow the RPG. That killed the DL novel line. Traditionally, DL has done better in novels than in RPGs. In essence, WotC killed a potential revenue source by focusing first and foremost on the RPG, as well as disenfranchising a portion of their fan base. Some DL fans refuse to support WotC at all due to lack of DL support.
Anyway, I'm sure I will have more to discuss on this topic.