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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="James Gasik" data-source="post: 8573644" data-attributes="member: 6877472"><p>So why aren't we caring about the Knights of Solamnia or the Dwarves of Krynn? Well, the reason is...</p><p></p><p>The Knights of Solamnia, much like the Jedi Order, FAILED. Despite their mandate to protect the world, they fell apart and were rendered unable to preserve any order in a world gone mad. Sturm Brightblade embodied their beliefs more than any of them did.</p><p></p><p>And to further the parallel, the greatest knight of the Rose fell from grace and became a Death Knight who was so obsessed with Kitiara that he buggered off to a different campaign setting entirely.</p><p></p><p>The Dwarves of Krynn aren't terribly different from Dwarves anywhere else. And their God, Reorx, is a sham and a charlatan. So yeah, sorry Flint, you were a good guy, but you were just another grumpy, irascible Dwarf in a long lineage of grumpy, irascible Dwarves.</p><p></p><p>A lot of what made Krynn interesting were the ancient mysteries and long-forgotten tragedies of the world, most of which are actually visited by the heroes- the long-lost city of Tanis and it's white winged ships turned out to be a decaying slum. Xak Tsaroth was totally plundered. The Elves were freed from Cyan Bloodbane- the list goes on.</p><p></p><p>But it remained a cool setting for awhile because other authors found neat things to do with it (and some ridiculous things, like the visit to Nuitari in Darkness and Light). Lord Toede's attempt at redemption, a ne'er-do-well eventually becoming a Knight (Weasel's Luck and it's sequel). The Time of the Twins was, IMHO, a narrative mess (you really have to be careful with time travel, folks), and the less said about Dragons of Summer the better- I know some people liked it, but I was like, so...the best thing you can think to do with your setting is light it on fire? Awesome.</p><p></p><p>Krynn changed a lot, and in many ways, it became unrecognizable over the years. Now we're finally going back to that well, and finding that there really isn't a lot -there-. D&D has evolved and changed a lot from when Dragonlance was king, and I don't think we can go back in time- the classic setting was full of odd restrictions and forced flavor. And the later stages of Krynn most people won't find familiar.</p><p></p><p>Speaking of restrictions, I'm surprised nobody has brought up the level cap yet.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8573644, member: 6877472"] So why aren't we caring about the Knights of Solamnia or the Dwarves of Krynn? Well, the reason is... The Knights of Solamnia, much like the Jedi Order, FAILED. Despite their mandate to protect the world, they fell apart and were rendered unable to preserve any order in a world gone mad. Sturm Brightblade embodied their beliefs more than any of them did. And to further the parallel, the greatest knight of the Rose fell from grace and became a Death Knight who was so obsessed with Kitiara that he buggered off to a different campaign setting entirely. The Dwarves of Krynn aren't terribly different from Dwarves anywhere else. And their God, Reorx, is a sham and a charlatan. So yeah, sorry Flint, you were a good guy, but you were just another grumpy, irascible Dwarf in a long lineage of grumpy, irascible Dwarves. A lot of what made Krynn interesting were the ancient mysteries and long-forgotten tragedies of the world, most of which are actually visited by the heroes- the long-lost city of Tanis and it's white winged ships turned out to be a decaying slum. Xak Tsaroth was totally plundered. The Elves were freed from Cyan Bloodbane- the list goes on. But it remained a cool setting for awhile because other authors found neat things to do with it (and some ridiculous things, like the visit to Nuitari in Darkness and Light). Lord Toede's attempt at redemption, a ne'er-do-well eventually becoming a Knight (Weasel's Luck and it's sequel). The Time of the Twins was, IMHO, a narrative mess (you really have to be careful with time travel, folks), and the less said about Dragons of Summer the better- I know some people liked it, but I was like, so...the best thing you can think to do with your setting is light it on fire? Awesome. Krynn changed a lot, and in many ways, it became unrecognizable over the years. Now we're finally going back to that well, and finding that there really isn't a lot -there-. D&D has evolved and changed a lot from when Dragonlance was king, and I don't think we can go back in time- the classic setting was full of odd restrictions and forced flavor. And the later stages of Krynn most people won't find familiar. Speaking of restrictions, I'm surprised nobody has brought up the level cap yet. [/QUOTE]
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