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Dragonlance: Everything You Need For Shadow of the Dragon Queen
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<blockquote data-quote="Veltharis ap Rylix" data-source="post: 8816842" data-attributes="member: 66357"><p>For what little my two copper pieces are worth to this discussion, I would actually prefer WotC to be willing to deviate from canon significantly more than they seem to be, based on what previews are available at present.</p><p></p><p>The more I hear about traditional Dragonlance, the less I want to play in it. While there are certainly things about the settings that look like they could be interesting to me, they are smothered by the themes and assumptions and restrictions that Dragonlance is apparently defined by.</p><p></p><p>This isn't about orcs specifically for me, but rather a setting that has seemingly been structured in such a way that the effort necessary to make it into a world I would find compelling increasing seems tantamount to building a setting from scratch, if not more, and making the interesting nuggets of material I do find within it functionally useless to me for anything except spare parts to pry out and port elsewhere.</p><p></p><p>And I find that more than a little disappointing. I get that not every setting has to be for me, but I want WotC to make a version of the setting that works for everyone, or at least as many as possible. As is, it doesn't seem to be doing much on that front, and every sign that they might change something (Kender origins, loosening High Sorcery Alignment requirements) seems to get shouted down until they revert it back to the setting default.</p><p></p><p>As to the inevitable "just change it for your home game" and/or "just make your own homebrew setting", that fundamentally misses the point. I doubt I would ever use Dragonlance as a primary setting, even if it were tailored more to my liking - I'm pretty happy with Eberron, when it comes to non-planar-focused games. But I also like Planescape, and a big factor in why I like having a wide variety of prebuilt campaign settings on hand is so that I have a wide variety of locales, peoples, ideologies, and plot points to draw upon when putting a plane-hopping storyline together. And yet Krynn seems so inherently "locked down" that anything I might want to do that isn't built into its set of default assumptions (or even some of the things I'd want to do examining those default assumptions) risks causing the setting to fall apart at the seams.</p><p></p><p>Also, I find it weird to see a take on Alignment that even I, someone who swears by the Great Wheel, find too inflexible... I revel in ambiguity and nuance, and Dragonlance just doesn't seem to allow for that, at least in the aspects of the setting I've been exposed to...</p></blockquote><p></p>
[QUOTE="Veltharis ap Rylix, post: 8816842, member: 66357"] For what little my two copper pieces are worth to this discussion, I would actually prefer WotC to be willing to deviate from canon significantly more than they seem to be, based on what previews are available at present. The more I hear about traditional Dragonlance, the less I want to play in it. While there are certainly things about the settings that look like they could be interesting to me, they are smothered by the themes and assumptions and restrictions that Dragonlance is apparently defined by. This isn't about orcs specifically for me, but rather a setting that has seemingly been structured in such a way that the effort necessary to make it into a world I would find compelling increasing seems tantamount to building a setting from scratch, if not more, and making the interesting nuggets of material I do find within it functionally useless to me for anything except spare parts to pry out and port elsewhere. And I find that more than a little disappointing. I get that not every setting has to be for me, but I want WotC to make a version of the setting that works for everyone, or at least as many as possible. As is, it doesn't seem to be doing much on that front, and every sign that they might change something (Kender origins, loosening High Sorcery Alignment requirements) seems to get shouted down until they revert it back to the setting default. As to the inevitable "just change it for your home game" and/or "just make your own homebrew setting", that fundamentally misses the point. I doubt I would ever use Dragonlance as a primary setting, even if it were tailored more to my liking - I'm pretty happy with Eberron, when it comes to non-planar-focused games. But I also like Planescape, and a big factor in why I like having a wide variety of prebuilt campaign settings on hand is so that I have a wide variety of locales, peoples, ideologies, and plot points to draw upon when putting a plane-hopping storyline together. And yet Krynn seems so inherently "locked down" that anything I might want to do that isn't built into its set of default assumptions (or even some of the things I'd want to do examining those default assumptions) risks causing the setting to fall apart at the seams. Also, I find it weird to see a take on Alignment that even I, someone who swears by the Great Wheel, find too inflexible... I revel in ambiguity and nuance, and Dragonlance just doesn't seem to allow for that, at least in the aspects of the setting I've been exposed to... [/QUOTE]
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