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<blockquote data-quote="Hussar" data-source="post: 8574640" data-attributes="member: 22779"><p>Now, let's dig into this idea of defining groups for a second.</p><p></p><p>Let's posit a Dragonlance Book that uses the War of the Lance as an inspiration. No, it won't be a 1:1 reworking of the old modules, that's not going to happen. But, it's more along the lines of Curse of Strahd, where you have a big goal at the end - defeat Straud/escape Ravenloft, and you start at a fairly small point (we did Death House), and in between you have a fairly wide open sandbox where the players choose the order of events and deal with problems and challenges as they see fit.</p><p></p><p>I could really see a DL War of the Lance book working like that. You could even set it up as an evolving setting - each "event location" is worth so many points. Score enough points before the world shifts and you succeed which has repercussions X and Y, or fail and that has negative repercussions A and B moving forward which open up this new set of events that the players can choose from.</p><p></p><p>The old Savage Tide Adventure Path had a similar set up in the Defense of Farshore module - on a much smaller scale to be sure, but the basic concept is solid.</p><p></p><p>Anyway, we still need to define groups. The different Dragon Armies, for example. In the original modules, Draconians and their humanoid mooks made up the bulk of the antagonists. Which was easy, because, well, goblins need killin' just because they're goblins. But, that's not going to fly quite as well now. So, we need some humanoids on the side of the righteous, as well as some humanoids on the side of neutral ans well as some humanoids being victimized by the baddies, just like everyone else. Being a goblin or an ogre shouldn't automatically make the NPC a baddy. Some certainly can, but, others shouldn't be. It's not terribly difficult - simply broaden the pallets in encounters and that should do the trick.</p><p></p><p>But, that still leaves Draconians. Now, me, personally? I'd ignore 100% all the later DL stuff where Draconians become their own race. To me, Draconians are the setting's equivalent of demons - they are aberrations, created by a horrible curse and utterly irredeemable, same as demons. Which makes them on the same level as cultists - the sort of thing you can use in an adventure without really having to worry about morality too much. </p><p></p><p>Problem with that is, what do you do with Dragonborn. Again, me personally, I'd make Dragonborn different from Draconians. Dragonborn are literally what they are - born of dragons. It would not hurt in Dragonlance to have a race that draws it's lineage from dragons. It does make sense, particularly in light of various Dragonlance stories where you have shapeshifted dragons being all romantic with various races. </p><p></p><p>I'm not sure why we need to make Dragonborn and Draconians the same. I think that's the way they will go, and simply make Draconians that follow Takhisis cultists stand ins - which makes it okay to kill them typically - and then we can have PC and NPC Draconians that aren't followers of Takhisis. Not the way I would go, but, I think that's the most likely path.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8574640, member: 22779"] Now, let's dig into this idea of defining groups for a second. Let's posit a Dragonlance Book that uses the War of the Lance as an inspiration. No, it won't be a 1:1 reworking of the old modules, that's not going to happen. But, it's more along the lines of Curse of Strahd, where you have a big goal at the end - defeat Straud/escape Ravenloft, and you start at a fairly small point (we did Death House), and in between you have a fairly wide open sandbox where the players choose the order of events and deal with problems and challenges as they see fit. I could really see a DL War of the Lance book working like that. You could even set it up as an evolving setting - each "event location" is worth so many points. Score enough points before the world shifts and you succeed which has repercussions X and Y, or fail and that has negative repercussions A and B moving forward which open up this new set of events that the players can choose from. The old Savage Tide Adventure Path had a similar set up in the Defense of Farshore module - on a much smaller scale to be sure, but the basic concept is solid. Anyway, we still need to define groups. The different Dragon Armies, for example. In the original modules, Draconians and their humanoid mooks made up the bulk of the antagonists. Which was easy, because, well, goblins need killin' just because they're goblins. But, that's not going to fly quite as well now. So, we need some humanoids on the side of the righteous, as well as some humanoids on the side of neutral ans well as some humanoids being victimized by the baddies, just like everyone else. Being a goblin or an ogre shouldn't automatically make the NPC a baddy. Some certainly can, but, others shouldn't be. It's not terribly difficult - simply broaden the pallets in encounters and that should do the trick. But, that still leaves Draconians. Now, me, personally? I'd ignore 100% all the later DL stuff where Draconians become their own race. To me, Draconians are the setting's equivalent of demons - they are aberrations, created by a horrible curse and utterly irredeemable, same as demons. Which makes them on the same level as cultists - the sort of thing you can use in an adventure without really having to worry about morality too much. Problem with that is, what do you do with Dragonborn. Again, me personally, I'd make Dragonborn different from Draconians. Dragonborn are literally what they are - born of dragons. It would not hurt in Dragonlance to have a race that draws it's lineage from dragons. It does make sense, particularly in light of various Dragonlance stories where you have shapeshifted dragons being all romantic with various races. I'm not sure why we need to make Dragonborn and Draconians the same. I think that's the way they will go, and simply make Draconians that follow Takhisis cultists stand ins - which makes it okay to kill them typically - and then we can have PC and NPC Draconians that aren't followers of Takhisis. Not the way I would go, but, I think that's the most likely path. [/QUOTE]
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