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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="humble minion" data-source="post: 8570956" data-attributes="member: 5948"><p>I never played through them, but i read the 3e versions (which were basically system ports, i don't believe there was much in the way of plot cleanup done).</p><p></p><p>Yeah, big huuuge railroads. If you were doing it today you'd probably have a structure something like Storm King's Thunder, where there's X places you have to go to proceed but you have a bit of scope to choose the order, and maybe skip some depending on PC choices.</p><p></p><p>Other weird thing was that you were not expected to play the same characters all the way through. Each module at the start have you a list of canon characters who'd be appropriate for the module, and players chose their PCs for that module from that list. This would lead to a LOT of PC switching if you played the campaign through (and possibly some confusion if player 1 had played canon character A in module 1, and canon character B in module 5, but then in module 9 they both appear - what happens then? Does a different player play the PC that player A played earlier in the campaign? That's straaaange to my D&D sensibilities, though of course there's nothing actually wrong with doing it that way) There was a real sense of walking through the novels rather than actually playing a character.</p><p></p><p>I did like the various notes on inserting character drama into the plot though. My guess is that this will be Dragonlance's 'schtick' in its 5e incarnation. More recent 5e setting books have tended to be how-to guides for certain game styles as much as they've been old-school campaign books. VRGtR was all about 'how to run a horror game', Witchlight was all about non-combat solutions and how to run fey, Strixhaven was all about interpersonal relations etc. Dragonlance is all about epic romantic melodrama and high destiny. Sturm's destiny, Laurana's, Raistlin's. If i was writing 5e dragonlance, that's the schtick i'd emphasise. Maybe a more cooperative storytelling approach to D&D rather than a strict let-the-dice-fall-where-they-may one. GM and players working together to make the PCs narrative arcs work, pre-planning them even, and advice on how/when to ignore the dice and cheat to make your destiny/story play out rather than having Tanis get accidentally blatted by a crit from some randomly encountered otyugh and the disgruntled player having to roll up his hitherto-unknown twin brother Ranis to keep playing.</p></blockquote><p></p>
[QUOTE="humble minion, post: 8570956, member: 5948"] I never played through them, but i read the 3e versions (which were basically system ports, i don't believe there was much in the way of plot cleanup done). Yeah, big huuuge railroads. If you were doing it today you'd probably have a structure something like Storm King's Thunder, where there's X places you have to go to proceed but you have a bit of scope to choose the order, and maybe skip some depending on PC choices. Other weird thing was that you were not expected to play the same characters all the way through. Each module at the start have you a list of canon characters who'd be appropriate for the module, and players chose their PCs for that module from that list. This would lead to a LOT of PC switching if you played the campaign through (and possibly some confusion if player 1 had played canon character A in module 1, and canon character B in module 5, but then in module 9 they both appear - what happens then? Does a different player play the PC that player A played earlier in the campaign? That's straaaange to my D&D sensibilities, though of course there's nothing actually wrong with doing it that way) There was a real sense of walking through the novels rather than actually playing a character. I did like the various notes on inserting character drama into the plot though. My guess is that this will be Dragonlance's 'schtick' in its 5e incarnation. More recent 5e setting books have tended to be how-to guides for certain game styles as much as they've been old-school campaign books. VRGtR was all about 'how to run a horror game', Witchlight was all about non-combat solutions and how to run fey, Strixhaven was all about interpersonal relations etc. Dragonlance is all about epic romantic melodrama and high destiny. Sturm's destiny, Laurana's, Raistlin's. If i was writing 5e dragonlance, that's the schtick i'd emphasise. Maybe a more cooperative storytelling approach to D&D rather than a strict let-the-dice-fall-where-they-may one. GM and players working together to make the PCs narrative arcs work, pre-planning them even, and advice on how/when to ignore the dice and cheat to make your destiny/story play out rather than having Tanis get accidentally blatted by a crit from some randomly encountered otyugh and the disgruntled player having to roll up his hitherto-unknown twin brother Ranis to keep playing. [/QUOTE]
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