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What do you want from a Dragonlance 5e?
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<blockquote data-quote="toucanbuzz" data-source="post: 7873114" data-attributes="member: 19270"><p>I don't see a generic setting release working well because it's too similar to Forgotten Realms already. You've got wizards? So do we (except they wear colored robes). You've got dragons? Us too. </p><p></p><p>What captivated people in Dragonlance was the story. Yes, the modules were a straight shot to a particular path, but people knew that and played them anyways because there was something epic about being the ones to bring back clerical magic and face the impossible might of the Dark Queen. Once you became enchanted with that type of setting, you'd branch out, try adventures in other areas. But I'm a believer it all started with the books and the first modules.</p><p></p><p>Like Dark Sun wish-lists, we don't want the PHB reskinned. We want something brand-new and unique. If you're going to make Dragonlance marketable, it can't be more of the same, and there needs to be a hook. Why play this (and let's assume you don't have a clue who Margaret Weis or Tracy Hickman are)? The adventures need to bring something special. We've seen the War of the Lance from one perspective, but can we bring in the minotaur perspective, the Irda, the gnomes, and link together their struggles into one massive campaign? We're talking new spells, artists (Jeff Easley?), new races, perhaps new rules on aerial combat with dragons. It's daunting, but I do hope WoTC finds a way to branch out, keep bringing fresh material to the table, and enchant the fans.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7873114, member: 19270"] I don't see a generic setting release working well because it's too similar to Forgotten Realms already. You've got wizards? So do we (except they wear colored robes). You've got dragons? Us too. What captivated people in Dragonlance was the story. Yes, the modules were a straight shot to a particular path, but people knew that and played them anyways because there was something epic about being the ones to bring back clerical magic and face the impossible might of the Dark Queen. Once you became enchanted with that type of setting, you'd branch out, try adventures in other areas. But I'm a believer it all started with the books and the first modules. Like Dark Sun wish-lists, we don't want the PHB reskinned. We want something brand-new and unique. If you're going to make Dragonlance marketable, it can't be more of the same, and there needs to be a hook. Why play this (and let's assume you don't have a clue who Margaret Weis or Tracy Hickman are)? The adventures need to bring something special. We've seen the War of the Lance from one perspective, but can we bring in the minotaur perspective, the Irda, the gnomes, and link together their struggles into one massive campaign? We're talking new spells, artists (Jeff Easley?), new races, perhaps new rules on aerial combat with dragons. It's daunting, but I do hope WoTC finds a way to branch out, keep bringing fresh material to the table, and enchant the fans. [/QUOTE]
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What do you want from a Dragonlance 5e?
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