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Wizards Goes Big with Vecna: Eve of Ruin
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<blockquote data-quote="Dire Bare" data-source="post: 9356741" data-attributes="member: 18182"><p>The adventure designers could have created a different scenario for Chapter 6, for Dragonlance, that didn't involve werewolves . . . . or orcs, drow, illithids, or any of the many monsters that <em>"don't exist on Krynn"</em> so as to not rile up the hardcore fans.</p><p></p><p>But the fact they didn't doesn't bother me, and likely doesn't bother more than a few folks. It's only the super hardcore fans who even are aware that <em>werewolves don't exist on Krynn</em>. And not all of them care if that's changed either. I don't.</p><p></p><p>When designing the scenario . . . was the team at WotC aware of this piece of (inconsistent) canon? If they were not . . . I'm okay with that. If they were, and just didn't care . . . I'm okay with that.</p><p></p><p>I've been reading Dragonlance novels and playing Dragonlance games of D&D since the early 80s. I absolutely love the setting, with all of its imperfections. However, one of the things I find somewhat quaint and silly is the worldbuilding by subtraction that initially went into the setting. No werewolves, no orcs, no drow, no . . . whatever else was subtracted from the setting. None of these subtractions are what makes Dragonlance a unique and interesting campaign. Their addition to the setting at some point does not break the tone or feel of the setting (for me).</p><p></p><p>It doesn't <em>bother</em> me that orcs don't play a large role in the setting narrative, a role largely taken over by goblins and draconians. But if a designer adds orcs to Krynn somewhere in a way that is fun and doesn't break (too hard) the existing narrative . . . I'm totally okay with that. Or werewolves, or drow, or whatever.</p><p></p><p>If and when I run this adventure for my local group, who are also Gen Xers who love Dragonlance from way back in the 80s . . . . I predict not a one of them will go, "Hey, wait a minute, <em>werewolves don't exist in Krynn</em>!" and derail the enjoyment of our game.</p></blockquote><p></p>
[QUOTE="Dire Bare, post: 9356741, member: 18182"] The adventure designers could have created a different scenario for Chapter 6, for Dragonlance, that didn't involve werewolves . . . . or orcs, drow, illithids, or any of the many monsters that [I]"don't exist on Krynn"[/I] so as to not rile up the hardcore fans. But the fact they didn't doesn't bother me, and likely doesn't bother more than a few folks. It's only the super hardcore fans who even are aware that [I]werewolves don't exist on Krynn[/I]. And not all of them care if that's changed either. I don't. When designing the scenario . . . was the team at WotC aware of this piece of (inconsistent) canon? If they were not . . . I'm okay with that. If they were, and just didn't care . . . I'm okay with that. I've been reading Dragonlance novels and playing Dragonlance games of D&D since the early 80s. I absolutely love the setting, with all of its imperfections. However, one of the things I find somewhat quaint and silly is the worldbuilding by subtraction that initially went into the setting. No werewolves, no orcs, no drow, no . . . whatever else was subtracted from the setting. None of these subtractions are what makes Dragonlance a unique and interesting campaign. Their addition to the setting at some point does not break the tone or feel of the setting (for me). It doesn't [I]bother[/I] me that orcs don't play a large role in the setting narrative, a role largely taken over by goblins and draconians. But if a designer adds orcs to Krynn somewhere in a way that is fun and doesn't break (too hard) the existing narrative . . . I'm totally okay with that. Or werewolves, or drow, or whatever. If and when I run this adventure for my local group, who are also Gen Xers who love Dragonlance from way back in the 80s . . . . I predict not a one of them will go, "Hey, wait a minute, [I]werewolves don't exist in Krynn[/I]!" and derail the enjoyment of our game. [/QUOTE]
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