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What's the deal with Dragonlance?
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<blockquote data-quote="Gothmog" data-source="post: 791579" data-attributes="member: 317"><p>I'll echo the sentiments of several others on here: Dragonlance doesn't allow for much PC freedom in choosing their destiny, especially if the DM is taking the novels as canon. The concept for Dragonlance works fine for fiction, but its not very good for a game world. Too much focuses on the struggle between the good and evil dragons, and on the events that transpired in the books. There is a big emphasis set on black and white morality (even more so than in default D&D) which leads to some pretty one-dimensional and predictable characters (both in the books as in games). I have both played and run games set on Krynn, and from experience I can tell you that as a player, I felt like I was being kept on a straight-and-narrow path that limited my creativity to do interesting things with my character. As a DM, I tried to break away from the DL canon and do some original stuff, but some of the players who take the DL books as canon balked at this, and the campaign ended up disintigrating. On the other hand, the de-emphasis on hack-n-slash and the lower general magic level is appealing, as well as some of the other world changes (magic based on lunar phases, etc). In the end though, Dragonlance is definitely a one trick pony, and I don't think the world is very well suited to role-playing.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 791579, member: 317"] I'll echo the sentiments of several others on here: Dragonlance doesn't allow for much PC freedom in choosing their destiny, especially if the DM is taking the novels as canon. The concept for Dragonlance works fine for fiction, but its not very good for a game world. Too much focuses on the struggle between the good and evil dragons, and on the events that transpired in the books. There is a big emphasis set on black and white morality (even more so than in default D&D) which leads to some pretty one-dimensional and predictable characters (both in the books as in games). I have both played and run games set on Krynn, and from experience I can tell you that as a player, I felt like I was being kept on a straight-and-narrow path that limited my creativity to do interesting things with my character. As a DM, I tried to break away from the DL canon and do some original stuff, but some of the players who take the DL books as canon balked at this, and the campaign ended up disintigrating. On the other hand, the de-emphasis on hack-n-slash and the lower general magic level is appealing, as well as some of the other world changes (magic based on lunar phases, etc). In the end though, Dragonlance is definitely a one trick pony, and I don't think the world is very well suited to role-playing. [/QUOTE]
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What's the deal with Dragonlance?
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