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[+] Why do you love Dragonlance?
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<blockquote data-quote="Irda Ranger" data-source="post: 7140272" data-attributes="member: 1003"><p>So many reasons! (see my user name and avatar)</p><p></p><p><strong>The Novels / Heroes of the Lance</strong></p><p></p><p>I encountered the Weis and Hickman novels early in my fiction-reading career and they were formative. I loved the characters. I mourn for Sturm and want to have a beer with Caramon and Tasslehoff. I respect and fear Raistlin.</p><p></p><p></p><p><strong>The Towers of High Sorcery / Orders of Magic </strong></p><p></p><p>The ToHS remain to me the perfect magic-user organization that other D&D settings fail to live up to. The idea of the Towers as a place of official neutrality but also deadly politics. The three order standing in tension to each other, but also standing together against the world of non-magic users. The thousands of years of knowledge and lore. </p><p></p><p>The Towers are like a combination of the monasteries of Europe during the Middle Ages (trying to safeguard and pass on hard won knowledge nearly lost to the collapse of the old empire) and also the Artisan Guild politics of the same era.</p><p></p><p></p><p><strong>Post-Apocalyptic Setting</strong></p><p></p><p>Like many people I imagine, I like post-apocalyptic settings (even if I wouldn't want to live in one myself). There's a rawness to them, and the DL books and adventures put that front and center. The DL setting is often put in the "high fantasy" bucket, but it's also a hard scrabble setting. Much more so than Forgotten Realms or Greyhawk. I'd say it's second only to Dark Sun in conveying that the world is broken and a pale shadow of what it used to be.</p><p></p><p>But this also leaves a lot of room for PCs to be heroes. You can focus on saving what's left, and also on rebuilding.</p><p></p><p></p><p><strong>Ansalon </strong></p><p></p><p>I just like the map and the nations of the Age of Despair era. (The pre-Cataclysm map is a lot more boring) Also there's some discrepancy in the canon on just how big Ansalon is, so I always interpret it using the largest settings which allows you to imagine the vast distances involved and helps you realize just how cut off the various pockets of civilization are.</p><p></p><p>Also I find that the amount of information you have regarding the various kingdoms and lands if "just right" for running a campaign. I don't want exhaustive encyclopedic knowledge of a campaign setting; I want just enough inspiration to get the ball rolling, then make it my own. Krynn provides that.</p><p></p><p></p><p><strong>Distinctive Monster Palette </strong></p><p></p><p>No orcs or giants. Making ogres the Ur- bad monsters. Relying heavily on goblins. Draconians. </p><p></p><p>Even if you don't like all those choices, they're <em>choices</em>. It's not just a "everything under the sun" setting. Dragonlance has its own feel and I like what it has to offer.</p><p></p><p></p><p><strong>Adventurers with a cause </strong></p><p></p><p>The DL adventures and novels offered an alternative to 'kill things and take their stuff'. The adventurers had a reason for going on adventures that was deeper than gaining wealth. They weren't murder-hobos. And this helps with player expectations too, IMO. When you play in DL you know you're going to have higher cause.</p><p></p><p></p><p>Disclaimers. Below are <em>not</em> reasons I love Dragonlance-</p><p></p><p>1. The original adventures. They're great novels. I don't run the War of the Lance as a campaign though. Too restrictive. Ansalon is big enough to find your own adventures.</p><p></p><p>2. Gully dwarves/Tinker gnomes/Kender. Too silly as written.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7140272, member: 1003"] So many reasons! (see my user name and avatar) [B]The Novels / Heroes of the Lance[/B] I encountered the Weis and Hickman novels early in my fiction-reading career and they were formative. I loved the characters. I mourn for Sturm and want to have a beer with Caramon and Tasslehoff. I respect and fear Raistlin. [B]The Towers of High Sorcery / Orders of Magic [/B] The ToHS remain to me the perfect magic-user organization that other D&D settings fail to live up to. The idea of the Towers as a place of official neutrality but also deadly politics. The three order standing in tension to each other, but also standing together against the world of non-magic users. The thousands of years of knowledge and lore. The Towers are like a combination of the monasteries of Europe during the Middle Ages (trying to safeguard and pass on hard won knowledge nearly lost to the collapse of the old empire) and also the Artisan Guild politics of the same era. [B]Post-Apocalyptic Setting[/B] Like many people I imagine, I like post-apocalyptic settings (even if I wouldn't want to live in one myself). There's a rawness to them, and the DL books and adventures put that front and center. The DL setting is often put in the "high fantasy" bucket, but it's also a hard scrabble setting. Much more so than Forgotten Realms or Greyhawk. I'd say it's second only to Dark Sun in conveying that the world is broken and a pale shadow of what it used to be. But this also leaves a lot of room for PCs to be heroes. You can focus on saving what's left, and also on rebuilding. [B]Ansalon [/B] I just like the map and the nations of the Age of Despair era. (The pre-Cataclysm map is a lot more boring) Also there's some discrepancy in the canon on just how big Ansalon is, so I always interpret it using the largest settings which allows you to imagine the vast distances involved and helps you realize just how cut off the various pockets of civilization are. Also I find that the amount of information you have regarding the various kingdoms and lands if "just right" for running a campaign. I don't want exhaustive encyclopedic knowledge of a campaign setting; I want just enough inspiration to get the ball rolling, then make it my own. Krynn provides that. [B]Distinctive Monster Palette [/B] No orcs or giants. Making ogres the Ur- bad monsters. Relying heavily on goblins. Draconians. Even if you don't like all those choices, they're [I]choices[/I]. It's not just a "everything under the sun" setting. Dragonlance has its own feel and I like what it has to offer. [B]Adventurers with a cause [/B] The DL adventures and novels offered an alternative to 'kill things and take their stuff'. The adventurers had a reason for going on adventures that was deeper than gaining wealth. They weren't murder-hobos. And this helps with player expectations too, IMO. When you play in DL you know you're going to have higher cause. Disclaimers. Below are [I]not[/I] reasons I love Dragonlance- 1. The original adventures. They're great novels. I don't run the War of the Lance as a campaign though. Too restrictive. Ansalon is big enough to find your own adventures. 2. Gully dwarves/Tinker gnomes/Kender. Too silly as written. [/QUOTE]
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