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Dragonlance: Everything You Need For Shadow of the Dragon Queen
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8807855" data-attributes="member: 7023887"><p>. . . . I'm saying that's how it is in 5e. The base cosmology of 5e (and it actually has been around since 2e) was that almost all of the D&D worlds are connected to the Multiverse. Krynn is explicitly connected to it. Plasmoids are from Krynn's Moons from 2e Spelljammer. The Dragonlance setting is connected to Spelljammer so it never would have made sense for a DM to say that there is 0% chance of Orcs ever existing on Krynn. </p><p></p><p>And my point is that the "historical limitations of the setting" are both outdated and completely unnecessary to include in a book. Mythic Odysseys of Theros never goes out of its way to say "Hey, Orcs, Kobolds, and Dwarves don't exist in this world so don't let your players play them", because it tells you which creatures are native to the world through the setting book's material and provides ways for strange/unique players of different races to exist in the world (Planeswalkers, Nyxborn created by the Gods, Anvilwrought created by Purphoros). The setting makes it clear that the theme is "Ancient Greece" so Orcs and Beholders probably won't fit in the world, but it also gives justifications of both the DM and Players to include them if they want to. Eberron does something similar where it has a list of major races, but also gives ways for other races and monsters to exist (Mordain the Fleshweaver, the Mournland, Xen'drik, etc). And this way is a superior type of worldbuilding to "these races are banned because we say so". It makes it clear that things are left up to the DM and helps them use their imagination to customize the world. </p><p></p><p>And sometimes the "quirks of the setting" are bad or outdated. Banning orcs is outdated because the reason they were banned in the first place no longer applies to the modern iterations of Orcs (because Draconians became the main always evil race that serves the villain). I have no opinion on Tieflings existing in the world, to me it makes sense if the Great Wheel is the world's cosmology, but 5e has said that Dragonborn can be used as Draconians. </p><p></p><p>The game has changed a lot in the past 38 years since Dragonlance first came out. So the setting should change to fit the modern game. Some things that used to work well (banning Orcs to make way for a new always evil mook race) don't work as well in 5e. The quirks of the setting that you're complaining about being changed (or theoretically being changed because we don't actually know that Orcs will be present in the world) are such minor parts of the world that it honestly baffles me that you care this much about it and leaving it up to the DM encourages player and DM creativity when making the setting/adventure their own.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8807855, member: 7023887"] . . . . I'm saying that's how it is in 5e. The base cosmology of 5e (and it actually has been around since 2e) was that almost all of the D&D worlds are connected to the Multiverse. Krynn is explicitly connected to it. Plasmoids are from Krynn's Moons from 2e Spelljammer. The Dragonlance setting is connected to Spelljammer so it never would have made sense for a DM to say that there is 0% chance of Orcs ever existing on Krynn. And my point is that the "historical limitations of the setting" are both outdated and completely unnecessary to include in a book. Mythic Odysseys of Theros never goes out of its way to say "Hey, Orcs, Kobolds, and Dwarves don't exist in this world so don't let your players play them", because it tells you which creatures are native to the world through the setting book's material and provides ways for strange/unique players of different races to exist in the world (Planeswalkers, Nyxborn created by the Gods, Anvilwrought created by Purphoros). The setting makes it clear that the theme is "Ancient Greece" so Orcs and Beholders probably won't fit in the world, but it also gives justifications of both the DM and Players to include them if they want to. Eberron does something similar where it has a list of major races, but also gives ways for other races and monsters to exist (Mordain the Fleshweaver, the Mournland, Xen'drik, etc). And this way is a superior type of worldbuilding to "these races are banned because we say so". It makes it clear that things are left up to the DM and helps them use their imagination to customize the world. And sometimes the "quirks of the setting" are bad or outdated. Banning orcs is outdated because the reason they were banned in the first place no longer applies to the modern iterations of Orcs (because Draconians became the main always evil race that serves the villain). I have no opinion on Tieflings existing in the world, to me it makes sense if the Great Wheel is the world's cosmology, but 5e has said that Dragonborn can be used as Draconians. The game has changed a lot in the past 38 years since Dragonlance first came out. So the setting should change to fit the modern game. Some things that used to work well (banning Orcs to make way for a new always evil mook race) don't work as well in 5e. The quirks of the setting that you're complaining about being changed (or theoretically being changed because we don't actually know that Orcs will be present in the world) are such minor parts of the world that it honestly baffles me that you care this much about it and leaving it up to the DM encourages player and DM creativity when making the setting/adventure their own. [/QUOTE]
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