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<blockquote data-quote="Umbran" data-source="post: 7878240" data-attributes="member: 177"><p>The problem with pushing boundaries is that it often fails to work out. I don't need pushed boundaries, really. It can be pretty basic in its rules structures, and I'm fine with that. </p><p></p><p>What I would like to see is them find a new Dragonlance that fixes the one problem with Dragonlance.</p><p></p><p>The basic problem with Dragonlance was that it was an evocative world, but they opened with having canonical characters solve the biggest conflict in the setting, the conflict that arguable made the setting what it was. I know lots of folks still have fun with it, but I have a hard time finding any other game set in the War of the Lance to be anything other than anticlimactic. </p><p></p><p>Find some decent author(s). Have them tell a story in an awesome, evocative setting, but not <em>THE</em> story of that setting. Make sure what they write implies lots of other stories going on, that the heroes of their story aren't doing the one thing that matters or makes the setting cool. Then, once you know you've got hooks in us, give us that setting to also play in. </p><p></p><p>This, I can get behind. I probably don't need another setting made <em>to be a setting</em>.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7878240, member: 177"] The problem with pushing boundaries is that it often fails to work out. I don't need pushed boundaries, really. It can be pretty basic in its rules structures, and I'm fine with that. What I would like to see is them find a new Dragonlance that fixes the one problem with Dragonlance. The basic problem with Dragonlance was that it was an evocative world, but they opened with having canonical characters solve the biggest conflict in the setting, the conflict that arguable made the setting what it was. I know lots of folks still have fun with it, but I have a hard time finding any other game set in the War of the Lance to be anything other than anticlimactic. Find some decent author(s). Have them tell a story in an awesome, evocative setting, but not [I]THE[/I] story of that setting. Make sure what they write implies lots of other stories going on, that the heroes of their story aren't doing the one thing that matters or makes the setting cool. Then, once you know you've got hooks in us, give us that setting to also play in. This, I can get behind. I probably don't need another setting made [I]to be a setting[/I]. [/QUOTE]
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