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Dragonlance: Best Sources?
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8039671" data-attributes="member: 6845520"><p>So you want a setting where sorcerers and bards (and arguably paladins, druids, and rangers) don't exist because their magic was a direct result of the crazy stuff being introduced, dragon born and goblins are considered unequivically evil mindless slaves bound to an evil god (kind of the opposite of what modern Wizards has committed to with their recent press statements), the "bad" knights are utterly defeated and gone (a reminder that the Knights of Takhisis/Neraka are part of that "crazy stuff" you claim to hate), and is set during what is likely the largest time of uninterrupted peace for like the last three centuries of the planet? Seems great for storytelling using the modern 5e toolkit to me!</p><p></p><p>As a slightly less sarcastic response, I again acknowledge that a lot of fans weren't happy with some of the choices they made with Age of Mortals. Still you'd be incredibly hard pressed justify why up until the Summer of Flame/Chaos War wasn't a good idea from both a meta narrative standpoint and an ingame plotline. For better or worse it made the game actually playable with modern rules, many of which are still in the modern toolset. Additionally, the events leading up to it created the new "evil" knight order, which is kind of a big source of needed conflict for the setting in the long run.</p><p></p><p>That said, nothing saying you cannot run a game set right at the start of what would be an Age of Mortals game and say screw the books! Take the 3.5 campaign setting guide and make alterations to set the story right after the Chaos War ends. Make it so Tahkisis did not steal the world and instead they just defeated Chaos and all went their separate ways to scheme and rebuild.</p><p></p><p>Either throw out the map listed there and use the map from War of the Lance, or alternatively find different explanations for why the big swamp, and deserts in the north and south are there, and the desolation exists (as opposed to being made by dragon overlords) and you have your setting. Call it a result of lingering magic from Chaos or something. The destruction of the Elven (and Dwarven) homelands aren't even shown on the map so you can set whatever changes (or lack thereof) to their cultures you wish.</p><p></p><p>Frankly from the perspective adapting the 3.5 guide to a 5e game, aside from ignore a few descriptions of stuff in some ruins and handful of map references there isn't even much else you'd have to ignore, all the rules for classes and whatnot are now outdated and unnecessary now anyway.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8039671, member: 6845520"] So you want a setting where sorcerers and bards (and arguably paladins, druids, and rangers) don't exist because their magic was a direct result of the crazy stuff being introduced, dragon born and goblins are considered unequivically evil mindless slaves bound to an evil god (kind of the opposite of what modern Wizards has committed to with their recent press statements), the "bad" knights are utterly defeated and gone (a reminder that the Knights of Takhisis/Neraka are part of that "crazy stuff" you claim to hate), and is set during what is likely the largest time of uninterrupted peace for like the last three centuries of the planet? Seems great for storytelling using the modern 5e toolkit to me! As a slightly less sarcastic response, I again acknowledge that a lot of fans weren't happy with some of the choices they made with Age of Mortals. Still you'd be incredibly hard pressed justify why up until the Summer of Flame/Chaos War wasn't a good idea from both a meta narrative standpoint and an ingame plotline. For better or worse it made the game actually playable with modern rules, many of which are still in the modern toolset. Additionally, the events leading up to it created the new "evil" knight order, which is kind of a big source of needed conflict for the setting in the long run. That said, nothing saying you cannot run a game set right at the start of what would be an Age of Mortals game and say screw the books! Take the 3.5 campaign setting guide and make alterations to set the story right after the Chaos War ends. Make it so Tahkisis did not steal the world and instead they just defeated Chaos and all went their separate ways to scheme and rebuild. Either throw out the map listed there and use the map from War of the Lance, or alternatively find different explanations for why the big swamp, and deserts in the north and south are there, and the desolation exists (as opposed to being made by dragon overlords) and you have your setting. Call it a result of lingering magic from Chaos or something. The destruction of the Elven (and Dwarven) homelands aren't even shown on the map so you can set whatever changes (or lack thereof) to their cultures you wish. Frankly from the perspective adapting the 3.5 guide to a 5e game, aside from ignore a few descriptions of stuff in some ruins and handful of map references there isn't even much else you'd have to ignore, all the rules for classes and whatnot are now outdated and unnecessary now anyway. [/QUOTE]
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