Krynn Returns: A Preview of Dragonlance

WotC is experimenting as it brings the world of Krynn and the classic Dragonlance setting to 5th Edition. Those experiments take a few different forms.

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The Dragonlance: Shadow of the Dragon Queen Combo Bundle​

The first is one that fans have been clamoring for—bundles that combine the physical and digital versions of a book. Earlier this year, WotC purchased D&D Beyond, which has been producing digital content for D&D. Now the much-requested bundles are debuting with Dragonlance: Shadow of the Dragon Queen, and the digital book will unlock on November 22 for those who pre-order the bundle, two weeks earlier than the official release date.

The other experiment is pairing the RPG adventure with a board game. Dragonlance: Warriors of Krynn can be played alone or in combination with the RPG, which similarly can stand independent of the board game. Why create two different games for one story?

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Dragonlance: Shadow of the Dragon Queen​

“[Dragonlance] is a war adventure. Characters will find themselves flung into battle,” said F. Wes Schneider, lead designer for DL:SotDQ. The board game is one way to create that feeling of mass combat.

The D&D team created new rule subsystems for battles that are taking place in the middle of larger conflicts. When you get to the mass combat sections in DL:SotDQ it notes when you can switch to DL:WoK if you have both. If you only have DL:SotDQ, then it instructs the DM how to proceed.

Speaking of rules, DL:SotDQ uses the current 5E rule set. D&D One is still being play-tested, but Schneider emphasized again that D&D One will be fully compatible with existing D&D adventures. If you do have both DL:SotDQ and DL:WoK, what happens during the board game interludes matters. Whether players succeed or fail will affect what happens next in the RPG. “We think of these two experiences as additive to each other,” said Greg Tito, senior communications manager for WotC.

To give a sense of how it works, Schneider compared how things play out with the new rule subsystem as well as how it connects to the optional board game to the Lord of the Rings: Return of the King. Specifically, he referenced Eowyn fighting the Witch King: A giant battle is taking place, but the story is focusing on this one part of the battle.

The new RPG mass combat rule subsystem and board game were both made to emphasize Dragonlance's defining theme. “It's best known for its iconic war,” said Schneider. “It's caught up in this sweeping conflict called the War of the Lance, where the forces of Takhisis, the evil dragon queen, are sweeping across a world that has already been reeling from a planet-spanning apocalypse and now they find themselves just as they're starting to emerge back into a new era, these oncoming dragon armies and forces of this evil queen.”

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In DL:SotDQ a new group of heroes will gather in a new area of the setting. Characters find themselves embroiled in this massive, war and they have the opportunity to shape this conflict. DL:SotDQ begins in the fishing village of Vogler. The war hasn't yet begun. No one knows about the dragon armies.

One of the first NPCs the players will meet is Darrett Highwater, the squire of a knight who has been sent to get breakfast. Highwater is returning with breakfast handpies as he meets the players. They will continue to meet Highwater over the course of the adventure as the war escalates.

But before that war starts, the players get to enjoy the Kingfisher Festival in the lovely town of Vogler. They can compete in a fishing style mini game against Mayor Raven Uth. Players should genuinely enjoy their time in Vogler—and then the first glimmers of war appear. Rumors emerge that don't quite make sense. Ogres mercenaries begin to raid. Then Vogler becomes the first stop for an incursion by the dragon army.
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Because Vogler is unprepared for war it's up to the PCs to decide what to do. Can they create defenses in time? Gather enough forces to defend it? Or hold off the dragon army until the citizens can evacuate to the fortified city of Kalaman? Schneider said that a large part of the adventure took inspiration from real-world history like the evacuation of Dunkirk during WWII.

But Dragonlance has a long history that includes novels, adventure modules, and video games so a common question is when does DL:SotDQ take place? For that, Schneider had two answers. “A lot of the timeline for this is very vague,” said Schneider. “The story of your Krynn and of this Dragonlance setting is very much up to DMs and players to define.”

So DMs can modify DL:SotDQ as they see fit and place it in whatever time period they choose. “But were we [the D&D team] to place this somewhere,” Schneider continued, “literally this story would actually take place before a lot of the novels, before a lot of the other stories of the Heroes of the Lance... by several months to several years.”

Schneider continued to explain that Krynn is a big planet, and compared how this particular story works to Star Wars in that there's a whole universe of stories to tell. Those stories include everything from Rogue One to the saga, The Mandalorian to The Book of Boba Fett. “Where's Luke and Leia?,” continued Schneider as he expanded on the analogy. “They're out there. They're doing their own thing, but we're focused over here on this story.”

Because so much material already exists, don't expect a repeat of in-depth world building. Instead Schneider compared DL:SotDQ to how Icewind Dale: Rime of the Frostmaiden introduced the Ten Towns. “A lot of the setting is revealed through play and adventure,” said Schneider

DL:SotDQ also includes three short prelude adventures that will allow new players to learn more about the world of Krynn and key story elements of it. Those include evidence that the deities are returning to the world, draconians, and learning about the mages of high sorcery. A gazetteer also helps to fill in essential material.

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While the threats in DL:SotDQ are dire, some lighter moments are included. For example, the inventive tinker gnomes have invented something called “gnomeflingers” for rapid transportation. As the name indicates, it's “a catapult that fires people.” Unfortunately, landing isn't built-in. That's a difference device called a “narrycrash.”

Kender will be a playable species as usual in DL:SotDQ. A variety of dwarves are also mentioned, but gully dwarves are not.

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Dragonlance: Warriors of Krynn​

Speaking of playable characters, one of the features if you have both DL:SotDQ and DL:WoK is that players can bring their characters into the board game, putting them into the field of battle. DL:WoK also comes with unpainted minis, but players can substitute their own minis if desired.

The board game's lead designers are Rob Daviau and Stephen Baker. Daviau explained that DL:WoK isn't the game most people probably expect to depict battlefield combat. “It's not a traditional wargame,” said Daviau. “You are not commanding the units. The battle is bigger than you. You can influence the battle, but the battles are happening around you. Players are doing a special mission during the battle.”

Daviau also cautioned people against opening and reading all of the game components before beginning to play. While DL:WoK is not a legacy game where some cards are destroyed, certain elements are in shrink-wrapped packages that are marked “do not open until...” so there are surprises. Instead it directs you to “use X if Y happens.”
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There are also recruit, veteran, and legendary cards. Those packs should also stay sealed until indicated. Players will start with low-level abilities and advance to the higher level ones. Because the battle is so big, players will get some different abilities in certain situations. Players will also encounter NPCs from DL:SotDQ like Darrett Highwater in DL:WoK (he gets a battlefield promotion quickly).

The board game also supports role-playing. For example, if a player or NPC gets the Shaken condition in the board game that effect can be role-played when the players resume the RPG side. What the players do in the board game absolutely makes a difference because the alliance army is almost always outnumbered. The players help to shift the focus so the alliance can survive. Daviau said they play-tested version where the players did nothing, and it affected the outcome for the alliance.

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DL:WoK is a cooperative game. Not all cards are played on your turn. If you have the right cards in your hand, you can exert influence on someone else's turn. Cards are regained through rest. The game is designed for 3-5 players so the DM can take on the role of a mercenary and play if there aren't enough players. If there are, the DM can act as a facilitator and play the NPCs. DL:WoK is challenging. It's hard for the alliance to get units back, and bad guys win ties in dice rolls. Interestingly, the game only uses d6s—no d20s.

DL:WoK starts with a sandbox opener to give the players a sense of how it works. A group of farmers need to be rescued. Vile champions will impede the players' paths. As the game progresses, the battles become more complex and bigger to simulate the feel of combat against an overwhelming dragon army.

The board game has many battlefields, and the players will need to manage many flanks. One flank will always be active to create a cinematic feel, and players will move back and forth between the battlefields so it feels epic.

Daviau expects DMs to create their own scenarios to extend DL:WoK beyond what's provided and for them to kit bash the game to handle war scenarios for any D&D or homebrew setting. If it sells well, WotC could offer future versions customized for other settings.

When a battle ends in the board game, there is an interlude to tie the RPG and board game together. Winning board game battles bring advantages to the RPG campaign. DMs are given clear instructions so it's an easy transition between the two, such as if you had a win, do X, if it's a hold, do Y, and if it was a loss, do Z. And that works both ways. For example, after a certain meeting in DL:SotDQ a certain vile commander won't appear again in the board game.

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What Makes Dragonlance Different​

While Dragonlance is a war story, the designers emphasize that the best war stories are about people coming together. War isn't fun. Vogler was a lovely community until an evil goddess ruined it. The heroes are meant to be a beacon of hope.

That war also provides a certain sense of scale that the art is designed to reinforce. For example, the art scenes are big instead of zooming in on a few characters. Rather than a single full page of art to open each chapter, DL:SotDQ opens each chapter with a two-page spread so it's more cinematic.

When asked how Dragonlance is different from Forgotten Realms or Spelljammer, Schneider said, “A lot of it is certainly thematic... [Spelljammer is] high magic, far flung, wild explorations in space, even if you're exploring a dungeon or you go and fight a dragon, you're doing that in context of wild explorations in space, and that has a theme that influences everything you do.”

“In Dragonlance,” Schneider continued, “you go to dungeons, you fight dragons, you encounter hobgoblins. You do all of that, but it's in context of war. These are the enemies of a larger invading force. There is an evil queen uniting them who plans to conquer the world. You are heroes standing against all of this happening. You will have all of the typical D&D adventures you love, but the stakes are much higher.”

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The Dragonlance: Shadow of the Dragon Queen combo bundle can be pre-ordered through the WotC website for $59.94 plus shipping. D&D: Dragonlance Deluxe, containing the board game and the physical and digital versions of the book for $154.98 plus free shipping for the U.S., UK, France, and Germany. Dragonlance: Warriors of Krynn by itself is $79.99.
 

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Beth Rimmels

Beth Rimmels

Maxperson

Morkus from Orkus
I suspect we will see nothing about the age of mortals until after some megaevent with several settings of D&D multiverse. This megaevent, more radical than the Sundering in Forgotten Realms, will be the excuse for the reboot of all the lines.
Considering that they've only put out one limited Forgotten Realms book and in the last 7 years have not followed up on the most popular setting they have, I really doubt they're going to follow this up with any further Dragonlance setting stuff. No megaevent for you!
 

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Divine magic and arcane magic are different and there's nothing in the lore that suggests that they would do that. I suppose they could, but that would be a DM homebrew to the setting.
Divine magic and arcane magic are different, but for the past ~300 years there essentially hasn't been any divine magic, so practically speaking High Sorcery was the only game in town. Now all of the sudden that has changed.

Call it homebrew if you like, but I fail to see why an organization that hunts down unregulated wizards for the crime of existing wouldn't have at least some concerns about new, unregulated spellcasters wielding an unfamiliar form of magic starting to pop up on their turf.
 

Maxperson

Morkus from Orkus
Call it homebrew if you like, but I fail to see why an organization that hunts down unregulated wizards for the crime of existing wouldn't have at least some concerns about new, unregulated spellcasters wielding an unfamiliar form of magic starting to pop up on their turf.
They don't hunt down unregulated wizards for the crime of existing. Do you know the history of the Order of High Sorcery and why it was created?
 

overgeeked

B/X Known World
Divine magic and arcane magic are different, but for the past ~300 years there essentially hasn't been any divine magic, so practically speaking High Sorcery was the only game in town. Now all of the sudden that has changed.

Call it homebrew if you like, but I fail to see why an organization that hunts down unregulated wizards for the crime of existing wouldn't have at least some concerns about new, unregulated spellcasters wielding an unfamiliar form of magic starting to pop up on their turf.
Plus it makes for great drama. An old, established faction with a vested interest in keeping a monopoly on their stock-and-trade, going so far as to murder those who don't join their guild would not sit back and do nothing when a whole new group of people pop into existence who directly threaten their monopoly.
 

Maxperson

Morkus from Orkus
Plus it makes for great drama. An old, established faction with a vested interest in keeping a monopoly on their stock-and-trade, going so far as to murder those who don't join their guild would not sit back and do nothing when a whole new group of people pop into existence who directly threaten their monopoly.
It would make for great drama, but flies in the face of why the order was created. They wouldn't have any interest in regulating divine magic or squelching it. It's a cool homebrew, but I wouldn't do it for my game.
 

They don't hunt down unregulated wizards for the crime of existing. Do you know the history of the Order of High Sorcery and why it was created?
I do not, because I have never been a Dragonlance fan - it was before my time in the hobby and the handful of aspects I've seen that makes me curious about the setting are vastly outweighed by the many aspects that seem overly restrictive, shallow, and otherwise off-putting.

What I have gleaned, however, is that joining the Towers of High Sorcery is the only "legal" way to be an arcane spellcaster in Krynn once you reach a certain, relatively low, threshold of power, and anyone not bending the knee is a wanted criminal that at best has a permanent spot on a watchlist and at worst has a magical hit squad looking to ensure their immediate "retirement".

Whatever the specifics of their history, the Towers of High Sorcery as they have been described to me have a monopoly on arcane magic in the setting, and as divine magic has been little more than legend for centuries, are effectively the sole arbiters of who gets access to magical power in the setting.

Why would an organization with that much power and control established over the field of magic simply shrug its collective shoulders when random people out in the world begin to practice and spread a form of magic, however distinct, without the consent of the Towers, particularly when they have a history of hunting renegade wizards down for doing the exact same thing, only with a spell book rather than a prayer book?
 

Considering that they've only put out one limited Forgotten Realms book and in the last 7 years have not followed up on the most popular setting they have, I really doubt they're going to follow this up with any further Dragonlance setting stuff. No megaevent for you!
The Adventures provide a lot of setting detail for FR.
 

I do not, because I have never been a Dragonlance fan - it was before my time in the hobby and the handful of aspects I've seen that makes me curious about the setting are vastly outweighed by the many aspects that seem overly restrictive, shallow, and otherwise off-putting.

What I have gleaned, however, is that joining the Towers of High Sorcery is the only "legal" way to be an arcane spellcaster in Krynn once you reach a certain, relatively low, threshold of power, and anyone not bending the knee is a wanted criminal that at best has a permanent spot on a watchlist and at worst has a magical hit squad looking to ensure their immediate "retirement".

Whatever the specifics of their history, the Towers of High Sorcery as they have been described to me have a monopoly on arcane magic in the setting, and as divine magic has been little more than legend for centuries, are effectively the sole arbiters of who gets access to magical power in the setting.

Why would an organization with that much power and control established over the field of magic simply shrug its collective shoulders when random people out in the world begin to practice and spread a form of magic, however distinct, without the consent of the Towers, particularly when they have a history of hunting renegade wizards down for doing the exact same thing, only with a spell book rather than a prayer book?
Because, despite divine magic not having existed for three centuries, they would still know what it is, and know it's not in their wheelhouse.

And because, with the return of the gods, the three gods of magic would tell them not to, and could very well deprive any dissenters of their magic if they did so.
 

Because, despite divine magic not having existed for three centuries, they would still know what it is, and know it's not in their wheelhouse.

And because, with the return of the gods, the three gods of magic would tell them not to, and could very well deprive any dissenters of their magic if they did so.
So yet another scenario in which the gods of Krynn purposefully cut off any potentially interesting story thread before it can develop into anything...

Why is "we don't do X because it might anger the gods" a factor when the gods have been silent for centuries and are responsible for a mass extinction event that occurred within the lifetime of many elves still alive today? Is nothing in this setting allowed to be even remotely secular in nature?
 
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