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Dragonlance or Mystara?
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<blockquote data-quote="cbwjm" data-source="post: 8153507" data-attributes="member: 6788732"><p>I can't really decide between them. </p><p></p><p>Mystara has a lot going for it if you have access to the gazetteers as many of them focused on different ways to play or made different classes more powerful politically. I think you could sift through them all and find a different play experience each time you started in a new area. Standard affair is Karameikos; powerful wizards, perhaps as students at the school of magic in Glantri; traders or diplomats from Darokin; or explore the old empires in the hollow world.</p><p></p><p>Dragonlance is a great setting, too many people seem to get stuck on the overall metaplot and think it is the be all, end all of the setting, but it has some great stories to tell and I love the knights of solamnia as the shining knights of the setting, the various holy orders, and the wizards of high sorcery. If you do want to run Dragonlance, you can do it a few ways. You can either decide to run the war or the lance with pregens or replacements, run a game where the war is in the background. The players might hear of the heroes of the lance, perhaps one wants to meet Goldmoon to learn about the return of the true gods. Maybe you can start in the age of mortals with the return of sorcery and the loss of wizardry and clerical magic. You can still have the same sort of adventures you'd have in other settings such as dungeon delving and wilderness exploration and the good thing is, 5e is quite suited for running a game without the healing magic of clerics, druids, etc so even if these classes don't exist, you should be able to continue through the game.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8153507, member: 6788732"] I can't really decide between them. Mystara has a lot going for it if you have access to the gazetteers as many of them focused on different ways to play or made different classes more powerful politically. I think you could sift through them all and find a different play experience each time you started in a new area. Standard affair is Karameikos; powerful wizards, perhaps as students at the school of magic in Glantri; traders or diplomats from Darokin; or explore the old empires in the hollow world. Dragonlance is a great setting, too many people seem to get stuck on the overall metaplot and think it is the be all, end all of the setting, but it has some great stories to tell and I love the knights of solamnia as the shining knights of the setting, the various holy orders, and the wizards of high sorcery. If you do want to run Dragonlance, you can do it a few ways. You can either decide to run the war or the lance with pregens or replacements, run a game where the war is in the background. The players might hear of the heroes of the lance, perhaps one wants to meet Goldmoon to learn about the return of the true gods. Maybe you can start in the age of mortals with the return of sorcery and the loss of wizardry and clerical magic. You can still have the same sort of adventures you'd have in other settings such as dungeon delving and wilderness exploration and the good thing is, 5e is quite suited for running a game without the healing magic of clerics, druids, etc so even if these classes don't exist, you should be able to continue through the game. [/QUOTE]
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