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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="Remathilis" data-source="post: 8568922" data-attributes="member: 7635"><p>Things change all the time. Marvel and DC constantly redo their heros' origins modernize them. Lucas tinkered with the OT up to the moment he sold it. Tolkien rewrote a whole chapter of the Hobbit to make it jive with Lord of the Rings. Changing things to accommodate be ideas and worldviews happen all the time </p><p></p><p></p><p></p><p>WotC kinda is painted into a corner with the "no monoculture racial traits" rule. One way of skirting that is too make races have a bit of innate magic, and the easiest source of magic with the least amount of baggage is to claim a fey influence. It's not ideal, but neither is an entire race whose culture is "annoying kleptomaniacs"</p><p></p><p></p><p></p><p></p><p>D&D has always been awash in magic. Most of the classes get some type of magic or supernatural abilities. Nearly all races do. Don't get my started on monsters, magic items, magical traps, etc. It's just an extension of what has always been.</p><p></p><p></p><p></p><p>I love to ask people "what makes your setting unique, and tell me without saying what you DON'T have." Eberron is unique because it has pulp action, magitech elements and a tight focus on history. A Ravenloft is about horror and the dreamlike realms. It's not about if they have orcs or dragonborn or warlocks in them. </p><p></p><p>Dragonlance is about epic fantasy, war and dragons. Its not about if orcs are there or not. (FWIW: I imagine there still won't be orcs or drow or halflings in it. I do think that any race explicitly not said to live there will be fair game though)</p><p></p><p></p><p></p><p></p><p>History, geography, religion, culture, tone, theme. Dragonlance can and does distinguish itself on these factors. If it cannot, it wasn't much of a setting to begin with.</p><p></p><p></p><p></p><p></p><p>D&D settings now support D&D, not vice versa. Gone are the days when TSR produced a half-dozen vaguely compatible RPGs all huddled under the AD&D name. D&D settings color the D&D rules, not override them. They support Tasha's and Xanathar's rather than ban them. I get a lot of OS TSR fans can't wrap thier heads around setting being subservient to rules and not the other way around, but that's been the case since 2000.</p><p></p><p></p><p></p><p>Change is inevitable, except from a vending machine. Not every change will be liked by everyone, but the term for things that do not grow or change is "dead".</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8568922, member: 7635"] Things change all the time. Marvel and DC constantly redo their heros' origins modernize them. Lucas tinkered with the OT up to the moment he sold it. Tolkien rewrote a whole chapter of the Hobbit to make it jive with Lord of the Rings. Changing things to accommodate be ideas and worldviews happen all the time WotC kinda is painted into a corner with the "no monoculture racial traits" rule. One way of skirting that is too make races have a bit of innate magic, and the easiest source of magic with the least amount of baggage is to claim a fey influence. It's not ideal, but neither is an entire race whose culture is "annoying kleptomaniacs" D&D has always been awash in magic. Most of the classes get some type of magic or supernatural abilities. Nearly all races do. Don't get my started on monsters, magic items, magical traps, etc. It's just an extension of what has always been. I love to ask people "what makes your setting unique, and tell me without saying what you DON'T have." Eberron is unique because it has pulp action, magitech elements and a tight focus on history. A Ravenloft is about horror and the dreamlike realms. It's not about if they have orcs or dragonborn or warlocks in them. Dragonlance is about epic fantasy, war and dragons. Its not about if orcs are there or not. (FWIW: I imagine there still won't be orcs or drow or halflings in it. I do think that any race explicitly not said to live there will be fair game though) History, geography, religion, culture, tone, theme. Dragonlance can and does distinguish itself on these factors. If it cannot, it wasn't much of a setting to begin with. D&D settings now support D&D, not vice versa. Gone are the days when TSR produced a half-dozen vaguely compatible RPGs all huddled under the AD&D name. D&D settings color the D&D rules, not override them. They support Tasha's and Xanathar's rather than ban them. I get a lot of OS TSR fans can't wrap thier heads around setting being subservient to rules and not the other way around, but that's been the case since 2000. Change is inevitable, except from a vending machine. Not every change will be liked by everyone, but the term for things that do not grow or change is "dead". [/QUOTE]
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