Re: Dragonlance - Opinions?
Posted: Sat Apr 10, 2010 11:03 am
Melkor wrote:
That said, I was wondering what the general opinion of the Dragonlance series of modules and novels is to those of you who love the AD&D game.
Was it a the "Beginning of the End" for AD&D, or something you folks enjoyed quite a bit back in your heyday of gaming?
I know the modules are often chided as being a textbook example of railroading, and I don't disagree...but aside from that, what do you folks think?
1) Ditch the characters
2) Use the early module as sites
3) make you have the Krynn sourcebook DL5
4) make a list of events that will happen absence the player's doing anything.
5) Make a list of all the things that trigger important changes, like finding the Disks.
6) Make a list of pre-existing cultures and organization.
7) Sit down with the players individual and talk over what they want to player and give them the possibilities outlined in #6.
9) Try to get a copy of Battlesystem. Battlesystem IMO, made it easy to integrate the PCs into a mass batt.
Doing this allows you to run the campaign like a sandbox with actual events a surprise. Of course depending on who playing the mysteries of the Dragonlance setting may not be not as mysterious. Either account for this in the background of the characters or change things up.
If you run the modules the way TSR intended them to be it will suck big time. I know I tried doing it and it wasn't so good although I made it near to the end.