Steel_Wind
Legend
I would have to completely agree with what was said about the DL modules. I only played the first few, but felt like a spectator. We HAD to do what the novel characters did and when I found out my PC couldn't die?!
But, I don;t think they are bad modules/adventures. I agree it was more the novels' fault and stupid rules being added. I would actually like to run someone through the adventures one day.
I think you'll find that the obscure death rules were removed and that there were options other than what happened in the novels.
I don't doubt that was your experience; I'm saying that the main problem was the usual one: it was your DM rail-roading you, not the text of the module itself. Don't get me wrong - there are some significant rail-road elements in there - but not nearly so many as players report.
If you have a look at the updated versions of the modules DL1-4 in the book [ame="http://www.amazon.com/Dragonlance-Dragons-Autumn-Cam-Banks/dp/1931567336"]Dragons of Autumn[/ame] , which completely re-visits the modules for D&D 3.5 rules by Cam Banks, you'll find that those problems are gone.
The only real problem is that the novel Dragons of Autum Twilight really is a blow-by-blow account of the first two modules. After that, thankfully, the novels stop ruining the modules and the module experience - and the novels - both greatly improve.