Post by TheUdjat on Jul 22, 2008 21:51:44 GMT -5
Poll #2
This one is just for those that actually intend to play in the game. If you're not going to play, please don't vote. I need an accurate count to see what is feasible, and non-players will skew the count. Also, though the vote is anonymous, voters are encouraged to identify themselves, so I know who is actually planning to play.
You can choose your favorite two options. If there's anything you absolutely wouldn't play, please note that in a reply.
Okay, you asked for it.
I have lots of rough ideas. Dragonlance is a rich and varied setting, and there's a lot I could do with it. I'll sketch some of those ideas out now, but bear in mind that I haven't gotten too deep into planning anything.
War of the Lance Games
The following several games would all be set during the War of the Lance era, or around it. These are good for new players, as there is less history to catch up on, less confusing politics, and an extremely straight-forward world plot. On the downside, there are a lot less options for characters, and unless we're replacing the Heroes of the Lance, player characters are likely to be overshadowed by the iconic badasses.
1. War of the Lance Retelling: The best solution to these shortcomings, of course, is to retell the War of the Lance campaign, but eliminate the iconic heroes from the story (Tanis, Raistlin, Caramon, Laurana, etc.). This would leave the player characters to fill the void and be the kickass saviors of the world. This is a great way to feel connected to the epic feel of the world and has loads of potential--but it will seem very familiar to those who know the setting, at least at first. Well, especially at first. It's likely to deviate when the player characters make different decisions, so who knows where the War will wind up? Maybe the heroes won't even win the day.
This game would probably start folks off at low levels, but progress to higher, more powerful ones by the end. Indeed, players will be the movers and shakers of the setting by the end. (This would also allow Shakes the opportunity to play a Sturm look-alike )
2. War of the Lance--aside: For those Dragonlance purists who would prefer not to alter the world storyline, there's a whole lot of other things going on during the War of the Lance than what the traditional heroes do. Two whole Dragonarmies are never even encounters by the original heroes! There are tons of stories here--but as I said, the characters will not be the biggest heroes around, and to me this would be sad.
Not sure what level characters would play at, but probably something low-ish. Around 4 or 5 or so.
3. Post-War Fallout: The time immediately after the War is turbulent and chaotic, with the forces of evil scattered and vying for what power remains, and the fragile forces of good trying to maintain control and rout them. There are lots of opportunities for adventure here, too. It doesn't have quite the epic scale of the War itself, but there are many powerful enemies and dangerous plots afoot.
Characters in this game would likely be more experienced and powerful, possibly around 6th level or more.
4. The Dragonarmies: Separately or alongside any of the above plots, there is always the possibility of an evil campaign. The Dragonarmies were the largest, most comprehensive force of darkness in Krynn's history, pulling legions of humans, minotaurs, goblins, hobgoblins, ogres, and even dark elves (not be be confused with drow) into Takhsis's forces. The leader were often factitious and power-hungry, though, competing with one another for power while trying to dominate all of Ansalon. Even when the war ended, the opportunities for power perhaps only increased as the biggest leaders of the Dragonarmies fell, leaving vast regiments of troops open for the taking. There is plenty of opportunity for a tough, ambitious group of characters to fight the war and survive its aftermath.
Evil characters operating alone would begin lower, as with any campaign, and gain levels over time. In as two-sided G vs. E game, they would begin higher in level than the good folks, but would gain levels more slowly.
The Age of Mortals
Approximately 60 years after the War of the Lance ended, the world of Krynn is in its 'current' era. The gods have returned, left again, and returned once more in this time. Dragon Overlords divided Ansalon into their own principalities, only to be felled by bands of heroes or the legendary Mina, disciple of the One God. Draconians have formed their own nation, the Solamnic and Nerakans battle for control, joined by the more loosely organized Legion of Steel, and the elven nations have been driven from their homes. Sorcerers and Mystics join the Wizards and Clerics of the world. It is an extremely active time for Ansalon.
Which poses some campaign difficulties. There's a lot for a new player to learn, or even for an old fan of Dragonlance to catch up on. The presence of powerful iconic characters is greatly reduced (most are leaders of nations or organizations rather than active heroes), and there are more places than ever to explore. Most of all, a GM has the freedom to do anything in this era, since very little has been pre-defined in novels. But it is annoying as hell to keep track of the details.
Though KMan would love it. Minotaurs took over Silvanesti!
5. Something New: The biggest advantage to using AoM would be the ability to be original. Instead of building on the past, I'd be free to generate something totally new, though perhaps incorporating elements of Dragonlance's current plotlines and past into it--after all, there's a lot of big things happening in this era. But with so much going on, it may not feel quite as epic and moving as the War of the Lance era.
Since this leaves me the most room to improvise, I'm not sure what level the game would take place at. But I'm leaning towards lower levels, around 5.
6. Key of Destiny: Though Spiral has already expressed his disinterest in this, since he's trying to run it, the Key of Destiny is an epic, world-changing campaign set in the Age of Mortals, published by Sovereign Press. The whole trilogy of adventures would carry characters from 1st to 20th level, so it's long, but it has a hell of an end!
7. Dark Knights: In the dawn of the Age of Mortals, Takhisis was stripped of her godhood and Paladine became mortal as well (to keep the balance)--the former died, while the latter lives on amongst the mortal people. This has left two great rifts in the sky and the pantheons. While it has been easy enough for the gods of Good to assemble and cooperate despite the loss, evil has not been so successful. The major remaining players--Sargonnas, Hiddukel, Morgion, Zeboim, and Chemosh--are all interested in claiming dominance in the pantheon, and most have set their eyes on Evil's most powerful tool--the fractured and quarreling Knights of Neraka, once a dominating force in the world, now broken and struggling to determine leadership. If they were to unify and adopt a new patron, they could become a devastating force again, and their god would benefit accordingly... but who would they choose?
This campaign would have player characters as the Dark Knights, one of the splintered groups competing for control, adopting the patron of their choice--or none at all--and destroying whomever stood in their way, evil and good alike.
As The Dragonarmies, this could be combined with option #5 for a two-sided campaign. Levels would likely run similar, though all characters would have sufficient levels to start the game with the various Dark Knight prestige classes--Lily, Skull, and Thorn knights. The knights could also have associated allies (Tarmaks, evil rogues, and the like), but most of the PCs should be Dark Knights.
There you have it, folks. My prevailing ideas for Dragonlance.
This one is just for those that actually intend to play in the game. If you're not going to play, please don't vote. I need an accurate count to see what is feasible, and non-players will skew the count. Also, though the vote is anonymous, voters are encouraged to identify themselves, so I know who is actually planning to play.
You can choose your favorite two options. If there's anything you absolutely wouldn't play, please note that in a reply.
ok well do you have a rough idea of the game yet? maybe you should take another Poll, this one for whatever game ideas you have. Personally i always like to know the levels we start at, and are probably going to reach so i have an idea of what type of character would be a central figure to your stories.
Okay, you asked for it.
I have lots of rough ideas. Dragonlance is a rich and varied setting, and there's a lot I could do with it. I'll sketch some of those ideas out now, but bear in mind that I haven't gotten too deep into planning anything.
War of the Lance Games
The following several games would all be set during the War of the Lance era, or around it. These are good for new players, as there is less history to catch up on, less confusing politics, and an extremely straight-forward world plot. On the downside, there are a lot less options for characters, and unless we're replacing the Heroes of the Lance, player characters are likely to be overshadowed by the iconic badasses.
1. War of the Lance Retelling: The best solution to these shortcomings, of course, is to retell the War of the Lance campaign, but eliminate the iconic heroes from the story (Tanis, Raistlin, Caramon, Laurana, etc.). This would leave the player characters to fill the void and be the kickass saviors of the world. This is a great way to feel connected to the epic feel of the world and has loads of potential--but it will seem very familiar to those who know the setting, at least at first. Well, especially at first. It's likely to deviate when the player characters make different decisions, so who knows where the War will wind up? Maybe the heroes won't even win the day.
This game would probably start folks off at low levels, but progress to higher, more powerful ones by the end. Indeed, players will be the movers and shakers of the setting by the end. (This would also allow Shakes the opportunity to play a Sturm look-alike )
2. War of the Lance--aside: For those Dragonlance purists who would prefer not to alter the world storyline, there's a whole lot of other things going on during the War of the Lance than what the traditional heroes do. Two whole Dragonarmies are never even encounters by the original heroes! There are tons of stories here--but as I said, the characters will not be the biggest heroes around, and to me this would be sad.
Not sure what level characters would play at, but probably something low-ish. Around 4 or 5 or so.
3. Post-War Fallout: The time immediately after the War is turbulent and chaotic, with the forces of evil scattered and vying for what power remains, and the fragile forces of good trying to maintain control and rout them. There are lots of opportunities for adventure here, too. It doesn't have quite the epic scale of the War itself, but there are many powerful enemies and dangerous plots afoot.
Characters in this game would likely be more experienced and powerful, possibly around 6th level or more.
4. The Dragonarmies: Separately or alongside any of the above plots, there is always the possibility of an evil campaign. The Dragonarmies were the largest, most comprehensive force of darkness in Krynn's history, pulling legions of humans, minotaurs, goblins, hobgoblins, ogres, and even dark elves (not be be confused with drow) into Takhsis's forces. The leader were often factitious and power-hungry, though, competing with one another for power while trying to dominate all of Ansalon. Even when the war ended, the opportunities for power perhaps only increased as the biggest leaders of the Dragonarmies fell, leaving vast regiments of troops open for the taking. There is plenty of opportunity for a tough, ambitious group of characters to fight the war and survive its aftermath.
Evil characters operating alone would begin lower, as with any campaign, and gain levels over time. In as two-sided G vs. E game, they would begin higher in level than the good folks, but would gain levels more slowly.
The Age of Mortals
Approximately 60 years after the War of the Lance ended, the world of Krynn is in its 'current' era. The gods have returned, left again, and returned once more in this time. Dragon Overlords divided Ansalon into their own principalities, only to be felled by bands of heroes or the legendary Mina, disciple of the One God. Draconians have formed their own nation, the Solamnic and Nerakans battle for control, joined by the more loosely organized Legion of Steel, and the elven nations have been driven from their homes. Sorcerers and Mystics join the Wizards and Clerics of the world. It is an extremely active time for Ansalon.
Which poses some campaign difficulties. There's a lot for a new player to learn, or even for an old fan of Dragonlance to catch up on. The presence of powerful iconic characters is greatly reduced (most are leaders of nations or organizations rather than active heroes), and there are more places than ever to explore. Most of all, a GM has the freedom to do anything in this era, since very little has been pre-defined in novels. But it is annoying as hell to keep track of the details.
Though KMan would love it. Minotaurs took over Silvanesti!
5. Something New: The biggest advantage to using AoM would be the ability to be original. Instead of building on the past, I'd be free to generate something totally new, though perhaps incorporating elements of Dragonlance's current plotlines and past into it--after all, there's a lot of big things happening in this era. But with so much going on, it may not feel quite as epic and moving as the War of the Lance era.
Since this leaves me the most room to improvise, I'm not sure what level the game would take place at. But I'm leaning towards lower levels, around 5.
6. Key of Destiny: Though Spiral has already expressed his disinterest in this, since he's trying to run it, the Key of Destiny is an epic, world-changing campaign set in the Age of Mortals, published by Sovereign Press. The whole trilogy of adventures would carry characters from 1st to 20th level, so it's long, but it has a hell of an end!
7. Dark Knights: In the dawn of the Age of Mortals, Takhisis was stripped of her godhood and Paladine became mortal as well (to keep the balance)--the former died, while the latter lives on amongst the mortal people. This has left two great rifts in the sky and the pantheons. While it has been easy enough for the gods of Good to assemble and cooperate despite the loss, evil has not been so successful. The major remaining players--Sargonnas, Hiddukel, Morgion, Zeboim, and Chemosh--are all interested in claiming dominance in the pantheon, and most have set their eyes on Evil's most powerful tool--the fractured and quarreling Knights of Neraka, once a dominating force in the world, now broken and struggling to determine leadership. If they were to unify and adopt a new patron, they could become a devastating force again, and their god would benefit accordingly... but who would they choose?
This campaign would have player characters as the Dark Knights, one of the splintered groups competing for control, adopting the patron of their choice--or none at all--and destroying whomever stood in their way, evil and good alike.
As The Dragonarmies, this could be combined with option #5 for a two-sided campaign. Levels would likely run similar, though all characters would have sufficient levels to start the game with the various Dark Knight prestige classes--Lily, Skull, and Thorn knights. The knights could also have associated allies (Tarmaks, evil rogues, and the like), but most of the PCs should be Dark Knights.
There you have it, folks. My prevailing ideas for Dragonlance.