What's so special about Dragonlance?


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The best of the 3 bland generic fantasy settings, still not a fan though. Rules wise I kind of liked the SAGA (5th age) rules although not the setting.
 

I'll be the brave one: I like Kender. I like Gully Dwarves.

And I got all teary when Tasselhoff saved Setsun the Gully Dwarf, because he decided he was going to do the small thing, because the big heroes were there to fight dragons and rescue slaves. I got teary at Raistlin's love for Bupu, the gully dwarf he cast Friends on.

There, I said it.
 

The original novel trilogy is the best thing Dragonlance brought us, IMO. That set a bar that game fiction still struggles to reach most of the time. The only game fiction I'd put above Weis and Hickman's original novels are Ray Feist's Riftwar books, which aren't technically game fiction. Even though they really are.

It's not necessarily great compared to non-game fantasy fiction, but it still holds its own. Plus, it focused in on dragons again, at a time when the game Dungeons & Dragons wasn't really. I'm a little over dragons now, but it was cool at the time.

Also, Dragonlance was the vehicle for the so-called "Hickman Revolution." Which I didn't think was necessarily revolutionary, because I was already doing things that way (and in fact had become quite disenchanted with D&D for not), but it changed gaming culture I think, and for the better.
 


Draconians. Kender. Minotaurs. Gully Dwarves. Tinker Gnomes. The Orders of High Sorcery. Knights. Flying castles.

Oh, and a fiery mountain being thrown at the place!
 



This:

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This:

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And this:

Lord%20Soths%20Charge%20-%20Keith%20Parkinson.jpg


Rarely have story, rules and art worked together as well. While the novels did a lot to bring the setting to life, the illustrated calendars really set the bar for fantasy art very high.
 


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