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Dragonlance Brings New Options to D&D
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<blockquote data-quote="Helena Real" data-source="post: 8744143" data-attributes="member: 84320"><p>Thing is, I don't think good, evil, and balance in Dragonlance has little if anything to do with your alignment in gaming terms. It's much more about your actions and the consequences in the fiction for those actions. I don't care if your character sheet says "Lawful Good": if you're killing innocents, acting selfishly, etc., you're turning evil. You're not lost, because good people will always offer you a chance at redemption. And what's balance/neutrality? The opportunity for people to not be one thing or the other absolutely. The chance for change and growth.</p><p></p><p>Would I love to have some mechanical support for that kind of narrative? Sure, I'd love to. But I don't expect it from D&D. As many people have told me in the past years, D&D is <em><strong>not</strong></em> a game about telling stories with friends; it's more like a glorified board game with some role-playing rules clunkily attached to it <img class="smilie smilie--emoji" alt="🤷♀️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2640.png" title="Woman shrugging :woman_shrugging:" data-shortname=":woman_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>So I don't expect them to lean into this kind of stuff mechanically but fictionally. For example, if Soth fights honorably, I'll be happy. He was a Knight of Solamnia in life, and still remembers those lessons and belief, even in undeath.</p></blockquote><p></p>
[QUOTE="Helena Real, post: 8744143, member: 84320"] Thing is, I don't think good, evil, and balance in Dragonlance has little if anything to do with your alignment in gaming terms. It's much more about your actions and the consequences in the fiction for those actions. I don't care if your character sheet says "Lawful Good": if you're killing innocents, acting selfishly, etc., you're turning evil. You're not lost, because good people will always offer you a chance at redemption. And what's balance/neutrality? The opportunity for people to not be one thing or the other absolutely. The chance for change and growth. Would I love to have some mechanical support for that kind of narrative? Sure, I'd love to. But I don't expect it from D&D. As many people have told me in the past years, D&D is [I][B]not[/B][/I] a game about telling stories with friends; it's more like a glorified board game with some role-playing rules clunkily attached to it 🤷♀️ So I don't expect them to lean into this kind of stuff mechanically but fictionally. For example, if Soth fights honorably, I'll be happy. He was a Knight of Solamnia in life, and still remembers those lessons and belief, even in undeath. [/QUOTE]
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