Not only was Dragonlance the reason I ended up working professionally as a game designer and writer, it was the first world to really get me hooked on the notion of continuity (and, at times, lack of same), characterization, and conflict. Until Tracy and the gang came up with what's arguably D&D's first true adventure path (as opposed to a few linked scenarios a la GDQ and Slave Lords) with its own rich setting, D&D for me was a sort of vague and generic anywhen. I wasn't a fan of Tolkien, didn't read Vance, hadn't heard of Moorcock or Leiber, but Dragonlance woke me up to that and everything since.
I'm proud to have worked for the past six years and change on Dragonlance, and to have contributed to the truly enormous body of work that makes it up. I know it's got its detractors, but that's the nature of genre fiction and gaming. The fans, the creators, and the hundreds and thousands of Dragonlance game-fiends in its 25 years of life are all the reason I need to remain entranced and inspired by Krynn.
Cheers,
Cam