Share your experiences playing through the Dragonlance modules

lindevi

First Post
As someone who got into the hobby less than ten years ago, I missed out on the classic 1e modules like the Dragonlance series. I understand it was landbreaking at the time in terms of featuring a story-based campaign compared to the typical dungeon delves of yore, and I'm wondering if there are any more pointers to be gleaned from this classic series that can be applied to modern rpg campaigns. Specifically, I'm interested in how the modules handled a (linear?) epic narrative with a large cast against the backdrop of war, and whether it felt effective during play.


I wanted to ask if anyone here could share their experiences playing through (or DMing) one or more DL modules (whether it was the original 1e, the anniversary 2e, or the 3e adaptation), including specifically what you thought the modules did well.


Conversely, if you were to run them again using 2015 rpg sensibilities, what would you do differently, or what would you want to see changed as a player?
 

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I played in the first four adventures using the pre-rolled characters and 1e as game system. We were a pretty large group, so each of the eight characters was run by one player. This worked even in the later modules, where even more PCs are given.

I remember the dungeons of Xak Tsaroth and Pax Tharkas very fondly; they successfully instilled a sense of wonder. Module 3 didn't have such a classical focus, but I remember the sub-game of saving the refugees. In number 4 our game came to an end. Many of the players, as well as our DM, were fed up with the campaign.

DL is a mixed bag. Some parts, whenever you switch to classic exploration mode, are really cool. Sadly the good parts a linked very heavy-handed way.

I do actually consider offering DL as next campaign for my real-life group. The players enjoy a good plot unfolding and discovering the meaning of things and events. They seem to be the target demographic of DL. I would openly discuss the peculiarities of the campaign with them in order to find a mathod of play.

The other approach would be to cut single adventures loose from the plot following the novels. But be aware that the campaign doesn't give you lot to work with when the PCs digress from the outlined path.
 

I really enjoyed DMing the original DL series back in the 80s. I haven't ran them since but I would like to someday.

We played the series with the pre-rolled/novel characters and we had 1 player running 2 or 3 characters at a time. It wasn't actually tha bad since their were natural grouping such as Caramon/Raistlin and Goldmoon/Riverwind.

The modules were pretty linear but we really didn't care. The story was fun to play through and it was interesting discovering the world as we played the modules (at the time the modules and original book series was our only source of info about the modules.

If/when I run it again the group I run it with will determine how I run it. If I run it with the kids then I will probably run it linearly. If I run it with an adult group then i would probably add in optional paths to follow.
 


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