Dragonlance Campaign Setting

IronWolf

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The Dragonlance Campaign Setting is the next setting developed for the latest version of D&D game. It includes everything needed to run a campaign in the Dragonlance world, including races, character classes, monsters, feats, prestige classes, magic items, and skills. There is extensive background material, including timelines, maps, artifacts, and write-ups on iconic characters and deities. This information is useful for playing in all Dragonlance eras, and all the rules material is portable into any D&D campaign.

The Dragonlance setting is to be produced by Sovereign Press, although it will ultimately be published by WotC.
 

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This is not a playtest review.
Note: The review tends to focus on the differences to previous editions of Dragonlance and presumes at least a passing knowledge of some of the important facets of the setting - apologies to those new to the setting. Ask me below if you want to know more.
This review contains spoilers, both for the adventures within and for the Dragonlance novels if you haven't read them.

The Dragonlance Campaign Setting is released by Wizards of the Coast, though future releases in the line will be made by Sovereign Press.

The Dragonlance Campaign Setting is a 288-page colour hardback product costing $39.95. The right hand margin is pretty large, showing a dragonlance surrounded by Celtic knotwork. This is somewhat made up for by the top and bottom margins and the lack of space between paragraphs, text density otherwise being average. There are pretty much no chunks of white space. Seventeen different internal artists and an eighteenth cover artist (Matt Stawicki) were used for the artwork (where's the expected iconic Elmore? boo!). The art is appropriate to the text and is generally of fairly good quality, though there are some poor pieces within as well. The cover, of course, shows an aerial battle between a gold and blue dragon and their riders. The writing style is concise and workmanlike, concentrating on covering a great deal of ground rather than concerned with enhancing the ambience of the setting through more detailed description and evocation. Editing seems good, with occasional minor errors.

The book begins with a two-page table of contents (disappointingly there is no index), a heartwarming foreword (for Dragonlance old-timers like myself) by Tracy Hickman, and a three-page introduction (including the poem the Canticle of the Dragon) giving a good overview of the history, geography, people, and epic good vs. evil tone of the setting.

Chapter One: Races
Begins with the poem 'Song of the Nine Heroes', introducing the heroes from the original Dragonlance books, before going on to discuss the different races of the continent of Ansalon.
* Humans remain pretty much the same as the PH, despite being divided into civilised humans and nomads. However, a sidebar discusses nomad languages and names and has information on the great ice axes, frostreavers, used by the ice folk to ward off the thanoi walrus-men.
* Dwarves - covers the dwarven subraces of Ansalon - both the mountain dwarves (Hylar, Daewar, and Klar) and hill dwarves (Naedar) remain much as the dwarves from the PH, whereas the dark dwarves (Theiwar and Daegar) gain an additional -2 penalty to Cha, darkvision, bonuses to skulking skills, light sensitivity and have the rogue as favoured class, and the pitiful, snivelling Gully Dwarves (Aghar) are changed even more dramatically, with a series of abilities reflecting their cowardly, scavenging ways including bonuses to survival checks even in cities and penalties to resist Intimidation and fear effects.
* Elves - most elves gain elvensight instead of low-light vision; this provides limited-range darkvision. The Kagonesti wild elves gain minor bonuses to skills for forest survival, take the ranger as favoured class, and take penalties to Int and Cha rather than Con. Qualinesti are the closes to PH elves, though they gain a bonus to Diplomacy and Sense Motive checks. The proud and arrogant Silvanesti gain an additional bonus to Int and penalty to Cha beyond standard elven ability changes and also gain a bonus to Knowledge (Arcana) and Spellcraft checks to reflect their great ability with magic. Half-elves remain much as the PH. Two types of sea elves (the shallow-water Dimernesti and the deep-water Dargonesti) are also described, receiving a number of adjustments based on their natural environment such as water breathing, shapechanging to ocean-going mammals, and surface sensitivity (penalties to attack when out of water for any length of time); they also receive a +1 Level Adjustment.
* Gnomes - gnomes are significantly changed from the PH with bonuses to Dex and Int and penalties to Str and Wis (though a sub-section known as mad (thinker) gnomes lose the Int and Wis changes) as well as a bonus to Will saves and an interesting twist on favoured class - the first class a gnome takes becomes his favoured class and are usually dependent on guild affiliation within Mt. Nevermind where most gnomes live. Gone are spell-like abilities, weapon familiarity, Listen check bonuses, low-light vision and a few others as well.
* Kender - the iconic Dragonlance halfling also see a major change to the PH halfling with the ability to taunt (+4 to Bluff checks for this), immunity to fear, and a penalty to Concentration checks. They also get an additional -2 to Wis. Afflicted Kender gain some skill check bonuses but lose fearlessness, taunt and penalty to Concentration checks.
* Centaur - centaurs get a +2 LA to offset some impressive stat bonuses, and racial features including natural attacks and AC. Bizarrely, no mention is made to penalties for Climb checks - I guess they leave that to the common sense of the GM. Favoured class is ranger.
* Irda - shapeshifting ability and spell-like abilities give these good ogres a +2 LA. They have a +2 Int and Cha, and a -2 to Con. Favoured class is wizard.
* Minotaur - impressive Strength, but penalties to Dex, Int and Cha balance out. Class features such as natural AC and attacks, access to the scent feat and bonuses to Intimidate, Swim and Use Rope feats do not seem to merit any LA.

All the above can be found in previous versions of Dragonlance. However, the product does introduce some new player character races for DL:
* Draconians - draconians are also an iconic race for DL and two of the five types are made available as PC races - Baaz receive a +1 LA for class features such as glide, natural attacks and AC, disease immunity, and spell resistance. Kapaks have a +2 LA to cover much of what the baaz has, plus aspects such as poison saliva and sneak attack.
* Ogres - again, a +2 LA for major physical stat bonuses and natural armour amongst others.
* Half-ogres are also available with reduced class features compared to the ogre and only a +1 LA.

Chapter Two: Classes And Feats
The first section of this chapter looks at most of the core classes and NPC classes, plus introduces two new classes - the Mystic and the Noble. Most classes remain the same as in the PH, with the following exceptions: bards lose access to spells from the Conjuration (Healing) subschool and rangers can choose organisations such as the Knights of Neraka as their favoured enemy. The major changes come with the lack of the paladin class (instead we get the Knights of Solamnia prestige classes), aristocrat NPC class (now the new noble PC class) and the adept NPC class (subsumed by the other spellcasting classes). A number of sidebars cover the deities (chart showing alignment, domains and typical worshippers), bardic colleges, medallions of faith, the influence of Chaos, and a brief look at the role of kender Handlers though with no game stats.

The Mystic is a little like the divine equivalent of the sorcerer. Mystics worship no deities, instead channeling divine energy from within themselves. BAB, saves and HD are as the cleric (and they use Wisdom as the basis for spellcasting) whilst spells per day follow the sorcerer's progression. Spell's known pretty much follow the sorcerer progression too, except that the Mystic also gains a domain spell at each level like the cleric - however, they have access to only one domain.

The Noble class is similar to the Noble class from Star Wars RPG - they gain favours that they can burn to move the plot in the right direction, inspire others a bit like a bard, gain an additional class skill at 1st level, and increase the bonus of skill checks when a group is working together to achieve a goal. They have a bard's progression, a d8 HD and 4 skill points. They seem more orientated towards roleplaying than combat.

The prestige classes are broken down into three sections - Knights of Krynn, High Sorcery, and Others:
* Knights of Krynn looks at the three knightly organisations - Knights of Solamnia (the three orders of Crown, Sword and Rose), Knights of Takhisis/Neraka (the three orders of Lily, Skull and Thorn), and the Legion of Steel (Steel Legionnaire). The hierarchy of the first two knightly orders is easily captured within the requirements of the higher orders. Each of these PrC's is 10-level, except the Steel Legionnaire, which is only a 3-level PrC. Sidebars are included outlining the codes of the Solamnic Knights, the Test of Takhisis and the history of the founding of the Legion of Steel. Entrance to Knight of the Crown (the lowest Solamnic order) can be achieved by 4th level, using a Fighter/Cleric multiclass approach, whereas the requirements for a Knight of the Lily demand 5th-level and can be gained by any combat-oriented class the quickest. Further advancement through to the higher orders is best achieved by further multiclassing with cleric for Solamnics and with cleric and sorcerer/wizard for Knights of Neraka, rather than advancement in the current PrC. The class features of the PrC do a pretty good job of creating a paladin/anti-paladin feeling whilst getting away from the standard paladin from the PH. The Steel Legionnaire PrC has requirements demanding 6th level and gives some ranger-style abilities.
* High Sorcery - this covers the three wizardly orders - White Robes, Red Robes, and Black Robes (over-simplistically good, neutral, evil). Each order draws power from one of the three moons circling Krynn (also linked with a deity). Only one table is given for all 10-level PrCs for the three orders - each order has a series of secrets that can be chosen from every other level from 3rd level, gain an enhanced form of specialisation, a magical item, and access to research and material resources from the towers of high sorcery. Entrance can (and must) be achieved at 4th level - those wizards who do not join the orders are considered renegade and hunted down.
* Other Prestige Classes - these four 10-level PrCs include Dragon Rider (minimum 10th-level required by prerequisites with class features allowing the dragon rider to work with his dragon as a team), Inquisitor (minimum 5th-level required by prerequisites, with class features that aid investigation and avoidance of danger), Legendary Tactician (minimum 6th-level required by prerequisites, with class features that aid leadership of troops and battle tactics), and the Righteous Zealot (minimum 5th-level required by prerequisites, with class features that aid oration to the masses and resisting mind control).

Just over a dozen new feats are added - these tend to be race and class orientated such as hulking brute for half-ogres and minotaurs (bit of an oxymoron there!), improved draconian breath weapon for draconians, and honour-bound and tremendous charge (which seem designed particularly for knights).

Chapter Three: Magic Of Krynn
The first section deals with arcane magic and looks at high sorcery (including the towers of high sorcery, the test of high sorcery, renegade wizards, and the moons of magic (including a tracking chart for the effects of the 3 moons on the different wizardly orders' magic). Sidebars include information on a variant rule for adding the possibility of high sorcery spells exhausting the caster judged through Fortitude saving throws, and info on three powerful items - the Staff of Magius, the Dagger of Magius, and the Nightjewel. There is a short section on sorcery, including some info on the Academy of Sorcery.

The next section looks at divine magic, with some information on clerics and mystics, along with a sidebar giving information on how to deal with the changes that could affect any spellcasting character during the periods where the nature of magic changes in the history of Dragonlance (such as the disappearance of the gods for a while).

The following section covers the domains used by clerics and mystics of Krynn and includes several new domains: alteration, community, forge, insight, liberation, meditation, mentalism, necromancy, passion, pestilence, restoration, storm, and treachery. 25 new spells follow including some named after the famous spellcasters of Krynn such as Dalamar's Lightning Lance, Fistandantilus's Portal, and Magius's Light Of Truth as well as plainer sounding spells such as drown, deep freeze, and plague of rats.

Some special materials are discussed at the end of this chapter such as dragonmetal (used to create dragonlances) and star metal (effectively adamantine), as well as a discussion of and stats for the lesser and greater dragonlances.

Chapter Four: Deities
After a brief discussion of cosmology and a full page illustration of the constellations of Krynn (which reflect the image of the gods in the night sky), each of the gods is discussed, with information on their home plane, their symbol, appropriate colours, portfolio, worshippers, dogma, relationships with other deities, and the preferred vestments of their priesthood as well as the standard stats such as domains, alignment, etc. No stats are given for Takhisis or Paladine here, they are found in the chapter covering other eras of play. There is a short discussion of the One God and the war of Souls at the end of the chapter along with a sidebar regarding the Seeker movement and the worship of false gods.

Chapter Five: Geography
Purely covers the continent of Ansalon, from the plains of Abanisinia to the goblinoid nation of Throtl and from the jungles of Nordmaar to the glaciers of Icereach. Each section uses a template covering capital, population, government, trade, languages, and alignment, as well as a discussion of life and society, regional history, major geographical features, and important sites. Maps of individual areas are scattered through the text, taken from previous editions, but suffers from having no complete map of the continent, say in a pullout form like the FRCS. Those who own previous editions will have to take their complete maps from those products. NPCs and magical items are also scattered through the text with information and stats on Alhana Starbreeze, Linsha Majere, Tasslehoff's dagger Rabbitslayer, the legendary sword Wyrmslayer, Gilthas, the draconian governor of Teyr (Kang), plus some information about the elven and draconian nations amongst others. Unfortunately, some of this information is set off in sidebars whilst others can be found in the main text.

Chapter Six: The Dragonlance Campaign
Begins with some discussion on the concepts that underlie a Dragonlance campaign such as Good vs Evil, the importance of fallen nations and ruined cities (including a quick rundown of the major ruins of Ansalon), the influence of the gods, the importance of heroism and companionship, and the secrets and shadows of the past. A notable sidebar deals with the effects of dying curses such as the one that affected Lord Soth.

The next section looks at campaign crafting and adventure design, with discussion on creating memorable villains and the importance of a home base, as well as encouragement to use the story and roleplaying awards from the DMG as Dragonlance campaigns are meant to focus on story and character more than combat and stealth. More detailed information is given on awarding mission goals and roleplaying awards to balance possible story outcomes that might be unfavourable to a character despite roleplaying their character appropriately.

Further sections look at the languages and coinage of Ansalon. The remaining 16 pages of the chapter are dedicated to a lengthy timeline of Krynn through its five ages but also include sidebars on Astinus, the Lorekeepers and the Herald, and the history of the Graygem. Calendrical information is also given.

Chapter Seven: Creatures Of Ansalon
Covers the Death Knight template, the five draconian types, the Dragonspawn template, fetch, fireshadow, minotaur of Krynn, shadowperson, skeletal warrior template, spectral minion template, Tarmak (or brutes), and Thanoi (or Walrus-folk). Each template has a sample. Sidebars include information on Tarmak warpaint effects, an exotic piercing weapon, the shadowstaff, and information on how draconians are created.

Chapter Eight: Dragons Of Krynn
A discussion of the chromatic and metallic dragons and their role on Krynn, followed by detailed rules for aerial combat over 8 pages including information on scale, speed, manoeuvres, altitude, and combat (including collisions).

Chapter Nine: Other Eras Of Play
22 pages are dedicated to adventuring in the war of the Lance era, with amended information on geography and deities, and include stats for Paladine and Takhisis. No stats are given for any of the characters of the War of the Lance in this section. The rest of the chapter provides some short discussion on the early Age of Mortals, including information but no stats on the dragon overlords, and an overview of the War of Souls. Note that the standard setting for the product is after the War Of Souls.

Chapter 10: 'The Sylvan Key' Adventure
Designed for 1st or 2nd level PCs, this 6-page adventure revolves around the retrieval of a precious elven artifact from a group of degenerate dark knights in Silvanesti.

Chapter 11: 'The Ghost Blade' Adventure
Designed for 5th-level PCs, this 5-page adventure involves the PCs discovering a map of an elven tomb. They must raid the tomb to stop a group of greedy draconians from stealing its treasures - two powerful magical items.

High Points:
The Dragonlance Campaign Setting seemed to get a bad name for itself over the years. I never felt its reputation was deserved - the setting concentrates on epic storylines and in-depth roleplaying rather than hack and slash. With a good group, it's given me some nights to remember and some classic gaming. The most important thing this product does is bring Dragonlance back to the gaming table using the latest D&D ruleset, and the most impressive section for me was the discussion of roleplaying rewards in Chapter Six. In a brave move, game balance has taken second place to campaign flavour in some instances - notably the weakness of the gnome race and the noble class, and the strength of the dragon rider PrC. DL GMs and players have got to be prepared to forsake or control munchkinism to the enhancement of the flavour and storylines of the campaign. I did particularly like the Mystic class, and this could be used for other campaigns. The DLCS took a few good leaves from the FRCS with the detail in its Geography and Deities sections.

Low Points:
No index and no complete pullout map of Ansalon are the major misses in terms of the content. For those who like game balance over campaign flavour, some of the racial and class stats will rankle. In my personal opinion, I think that evil races (like ogres and draconians on the whole) and difficult-to-play races (such as aquatic elves and irda) have their place in alternate campaigns such as all evil PCs or an underwater campaign, but would have been better off presented in a separate sourcebook. I also felt that some of the additional prestige classes to the Knights and Wizards lacked enough bite in terms of campaign flavour to merit the space used on them. Adventures are usually out of place in a campaign setting book and the two here proved to be no different - they failed to capture the epic feel of the campaign setting despite being valid adventures in and of themselves, if a little short. The space would have been better spent developing the concepts in Chapter Six, which felt a little stymied - I would have liked to see more campaign and adventure ideas based on the underlying flavour of the Dragonlance setting, law and order across Ansalon, and more about general politics of the continent.

Conclusion:
The DLCS gives you enough and more than enough to start running your Dragonlance campaign using the 3.5 ruleset (apart from maybe that map). The problem for me remains one of choice, as to which character races and prestige classes to welcome into my campaign and which to ban. This issue of game balance may cause problems for inexperienced GMs and might disappoint players who have become used to certain racial and class abilities from other campaign settings. It certainly needs more playtesting and I'll report back once I've given the rules a run-through with my gaming group - watch this space! On the whole, the product does a good job of providing basic sourcebook information without providing quite the shine the FRCS had. Despite this, the focus on roleplaying and story, and the epic characterisation and plot lines along with the depth of information on the geography, deities, and organisations of the setting, manage to hoist it above the average.
 

This product costs $40 for 288 pages. This seems like an okay deal on paper, until one considers that the margins take up 1/4 of the page space. This is no exagerattion they literally take up a quarter of the page space. Furthermore the font size is about twice normal for products of this type. In general the production reminds me of myself when I try to lengthen an essay to fulfill the page count.

The chapters of the book consist of:
ch1: races: Includes info and stats for the various races of krynn. Including 3 types of dwarves, 5 types of elves, gully dwarves, kender, gnomes, Irda, ogres, half-ogres, baaz and kapak draconians, Also included info on playing centuars. Furthermore both gnomes and kender have playable subtypes. It is clear that the campaign does not skimp on playable races (having almost 20). The inclusion of centaurs seems strange as centaurs were never that important to the setting, but I believe they were grandfathered in from the awful fifth age products. Overall the info on the races is excellent and should be enough races for even the most demanding players.

ch2 classes and feats: Includes two new core classes. The mystic which is a divine sorcerer. The noble is the other new core class and is similar to the noble class in the star wars books. This class had me really scratching my head as nobles were never important in the setting and it seems strange to have this class for the setting. Seems unneccesary. This chapter also includes some prestige classes including all three orders of the knights of solamnia, all three orders of the knights of nereka, all three orders of the wizards of high sorcery and many others. The prestige classes are excellent and along with the races are the best part of the book. There are also some new feats.

ch3 magic: This chapter mainly explains the differences between wizards and sorcerers and clerics and mystics in the context of the dragonlance campaign. There are also a few new spells. The strange thing about the new spells is that an abnormally high amount of them deal with electricity.

ch4 gods of krynn: deals with the 19 remaining gods of krynn. The information is excellent and the descriptions includes all the usual information, but the gods are given more detail then the gods described in the forgotten realms campaign setting or the living greyhawk gazzeter.
(I'm skipping chapter 5 till the end)

ch6 dragonlance campaig: Info on adventuring in the setting and the timeline of krynn. Nothing special, though the timeline is very detailed and runs about 20 pages.

ch7 monsters: includes the death knight, draconians, fetch, skeletal warrior, spectral minion, and the thanoi among others. The death knight is an accurate accounting of the abilitities of the death knight as they had been described in 2nd edition, rather than the rather weak version in MM2. Overall good information and probably the section I'll be using most since I have been waiting for stats for draconians. skeleletal warriors and true death knights.

ch8 dragons: Mainly information on the personality and habits of the dragons of krynn, plus rules for arial combat. ch9 has info on other eras of play. Both of these chapters were okay but neither were anything special.

ch5 geography: I saved this for last because this is the main weakness of the book. What we got here is about 50 pages on the countries and geography of krynn. This is a miniscule amount of information on an important part of any campaign setting, and is even worse when one remembers the large margins and fonts. The geography section is poorly done and many places of importance such as tarsis and sanction are not even covered in the section. Those that are covered are simply done lip service. I can't overstate how little information is actually here. This important section along with the font size and margins account for most of the negative score.

In the end there are some crunchy bits in the class, race and monster sections of the book, but there is not really all that much information on the setting itself. Plus the margin and font size means that this is another substandard dragonlance product, the same that has been coming for the last 15 years.
 

I'll just note here in case any d20 publishers cross by...I was a Dragonlance fan and looked forward to this book with great anticipation. The price tag was steep for my tastes, but if the quality had been up to par then I'd have shelled out for it. That said, I will never buy this book unless I find it dirt cheap in a used bin. The margins alone were enough to put me off buying it on general principle.

The moral of the story is that if you're going to charge an arm and a leg for a book, for Gygax's sake don't make it blatantly obvious that you're wasting space.
 

I'd just like to point out that the margins are actually 1/5, not 1/4 of the page. I do agree that this is still too large though.

Also, your comment that the font is "about twice normal for products of this type" is also not correct. The font for the Forgotten Realms CS was abnormally small and I feel set a precedent that could not (and maybe should not) be matched in those products that came afterwards - many of the other WotC books have a font of a similar size to the DLCS (though not the large margin size to go with it). The DLCS uses a fairly average font in comparison with other d20 products. My friend with impaired sight was pretty glad the font was not as small as the FRCS!

I don't disagree with the principle of your irritation, just want to keep the facts straight.
 

The margin size did not bother me, as it doesn't actually look too bad.

The one issue that I did have with the book was that there is no single continent map. Instead it is spread about as piece maps and there are stil areas missing so you don't have a full map of Ansalon.
 

I rechecked the margins and they are one fifth the page, sorry about that I must have made a mistake in measuring. But I also checked the size of the text and they are significantly larger than average. For example they are significantly larger than the text in book of exalted deeds, the Rokugan book (in fact here they are close to twice the size), and Urban Arcana just to name a few.

Also I did some calculations for several products. I calculated text density as a product of (characters per line) * (lines per column) * (columns per page). Note this assume the page consists nothing but one long unbroken paragraph. Obviously paragraph breaks, charts, headers, maps, and art all prevent that, but I assume that paragraph breaks even out over products and that headers, maps, charts and art are all worth there wait in characters. (note even if one does not believe that the DLCS has a lot of headers, charts and art and so would probably look worse if I ruled otherwise).

I also calculated characters per dollar of price which is equal to (text density) * (pages) / (price). Here are some examples:
(in all cases the higher the number the better)
Dragonlance campaign setting-wotc
45 * 59 * 2 = 5310 (text density)
5310 * 288 / 39.95 = 38279
Book of exalted deeds-wotc
60 * 59 * 2 = 7080
7080 * 191 / 32.95 = 41040
Rokugan - aeg
58 * 64 * 2 = 7424
7424 * 214 / 29.95 = 53046
Scarred lands gazzeter ghelspad - sword and sorcery
55 * 59 * 2 = 6490
6490 * 247 / 24.95 = 64249
urban arcana-wotc
60 * 60 * 2 = 7200
7200 * 317 / 39.95 = 57131
forgotten realms campaign setting-wotc
65 * 65 * 2 = 8450
8450 * 315 / 39.95 = 66627
 

As an off the wall comment, the noble may have been included merely to prevent Soveriegn Press from putting out their own version of the noble, as seen in their other setting - Soveriegn Stone - in a future Dragonlance book.

Does the noble in the Dragonlance book get to add it's CHA to it's armor class? If not, it's not the Noble the 'Dragonlance people' wrote for their other setting, and that would lean towards this sort of 'conspiracy theory'. In play I found that to be a very handy feature, easy to exploit.
 

I must first establish that I have been a big fan of Dragonlance dating back 15+ years having discovered the world of Krynn through the first novel in the Chronicles in my 7th grade year. I was one of the few apparently that was enamoured of Tasslehoff Burrfoot. My discovery of Dragonlance led to my eventual discovery of Dungeons & Dragons and the rest is geek history.

It was with great anticipation that I awaited the arrival of the 3E version od Dragonlance, mixed anticipation I should say, because Dragonlance GAMING products have a history of being very hit or miss and never fall in the mediocre range, with most scaling towards the lower end of the dung heap. As a comparison Dragonlance Adventures was an excellent product with high quality artwork and very flavourful text that captured the epic proportions of the novels, whereas the Tales of the Lance boxed set was a bitter pill riddled with errors (Great Wall of CHina anybody?) and recycled artwork, this during a time when Dark Sun, Ravenloft and the Forgotten Realms were featuring artwork by Brom, Easley, Baxa, Parkinson and company. Dragonlance officially became the red headed step child of TSR's fantasy world with Greyhawk being the monster in the basement ala Sloth in The Goonies.

Dragonlance was tossed around, blown up, revived as a different gaming system and then reduced to novels, where the property has been most successful overall.

Then the Powers That Be announced they were going to release a 3.5 edition of this most beloved setting of so many fanboys and I was one of the first in line until I saw a copy. I know all the arguements for the increasing prices in gaming products, I have seen them in various forums etc but this was a travesty. A full fourth of the page is taken up by a rather distracting brown coloured border and the font size is twice that of the Forgotten Realms Campaign Setting, another 40 dollar book. To top it off the page count was around 40 pages less than the FRCS and with the bigger font gives the impression the font was expanded in order to increase the page count on the product to better justify the higher price. DOn't get me wrong, I still wanted the book but it remained just out of my reach, like Rebecca Romijn or Eliza Dushku. And the price is why I thank god everyday for Ebay.

Recently I was able to purchase the Dragonlance Campaign Setting and read it voraciously. The book is a nice hardbound book of 288 pages but unfortunatly didn't include a bound in map let alone a map of the whole continent. There are regional maps but it is hard to place them within context of one another unless you have a working knowledge of the continent of Ansalon and how the pieces fit together. To make matters worse the maps are not even in the same scale. Overall though, the smaller maps are of the same quality as the map bound into the Forgotten Realms Campaign Setting and provides enough information that you can work off of until a better map (WOTC provides oneas a Web Enhancement on their website) comes along.

The material is written in a nice, easy to read style and the the bigger font is much easier on my eyes than the FRCS or Mutants & Masterminds fonts. The text style is very conversational, something most gaming products fail to accomplish except for the high end products like those released by WOTC, Green Ronin and a few others. There are weak spots though. SOme sections could have been a bit beefier, especially the geography section, which almost falls shorrt of providing enough detail to give aspiring DM's an idea of what the region is all about. This is a very skimpy section when compared to other books of this type, ridiculously so. The book fails to provide enough detail for a setting which relies so heavily on canon provided by novels and by using a smaller font they could have provided much more detail, at least enough for a serious campaign that doesn't start in Solace. What we get is similar in presentation to the method used in the Living Greyhawk Gazetteer but with far less detail, especially considering the amount of detail that Dragonlance has received through various novels and a plethora of gaming materials when compared to Greyhawk, which has had sparse data shared on its world by design. There is just enough material for a DM to develop a campaign, but the little bit of data provided is a real shame.

I don't want you to think I am getting down on the setting though, this is some valid and worthy gaming material and were this an initial game setting release instead of a revision it would rate much higher on my charts, as is I give it 3.5 out of 5 stars in the Geography department.

Gaming material wise, this is a very nice sourcebook. Each major race of the Dragonlance campaign is presented in a playable manner while maintaining the important flavour of Dragonlance. All the races are given suitable space, comparable to the Player's Handbook for the new ones and enough flavour data for the PHB races. I am not a big fan of playable centaurs or the Irda as a PC race, but applaud the design sense provided by the design team and the sense of balance they provide for the races of various power levels. I especially liked the Draconian races and how they were made playable and the feats created for them to make them more unique and interesting to PCs.

Classes is also a very well done section, but has its problems. First off, the Wizards of High Sorcery are required to specialize according to this book, imply that is you want to be a general wizard you have to play a renegade... who are hunted and either converted to the order or destroyed, which doesn't provide a lot of options to the players interested in playing a Wizard in the Dragonlance setting. I understand there is a sidebar in Age of Mortals that allows for players to play generalist wizards, but for a group just playing using the DLCS, this really restricts the players in their design choices. A major faux pas. The Noble class is almost straight out of the excellent Star Wars Roleplaying game and features little modification to its core abilities. The Knights of Solamnia are an icon of the setting as much as the Wizards of High Sorcery but thankfully the same types of criticisms can be placed on the design of the fabled Knights. One aspect that generally upsets me is the lack of the historical flavour text describing the founding of the Knighthood and the journey of Vinas Solamnus, their founder, that was available in the Dragonlance Adventures hardcover of the 80s. This piece was a moving and inspiring piece of prose that really helped me to envision the knighthood and its principles and considering the low page count in comparison to the FRCS and the large typeface is inexcusable.

Dragonriders is an intriguing prestige class that some people have called into question as being balanced but are such an integral part of the Dragonlance world that to not include them would be a crime, kind of like not including Elminster in the core Forgotten Realms sourcebook or mentioning Vecna at least once in the LGG. On the opposite side of the Knightly coin we are presented with the Knights of Neraka. The KN are probably some of the coolest anti-heroes ever produced for a novel or campaign setting, yes they wholly evil, yes they want to dominate the world, but the honour of their Order and the desire to keep the world to themselves makes them like unto Dr. Doom, occasionally powerful allies to the forces of good, no matter how selfish their goals. The prestige classes provided for the KN are pretty standard but maintain the necessary flavour of "honorable evil" that such a class would need in order to work in the setting.

The chapter on magic is excellently done, explaining the influence of the three moons on High Sorcery and contrasting it with primal sorcery of the Sorceror class. A similar comparison is made with the divine casters like Clerics and the new Mystic class, a sort of divine sorceror type, similarly nerfed like the Sorceror is nerfed to hades and back when compared to a Wizard. The dissertation on the effects of the moon on the three orders is clearer than previous versions and the mechanics of determining the position of the moons are two: You can either determine it at the beginning of the campaign and keep strict track of time by moving the counter on the provided chart one space or you can do it randomly when a PC asks for the precise alignment of these heavenly bodies. The effects provide a nice bonus to arcane spell casters especially specialist wizards and the penalties which were once harsh are softened by the specialist requirements of the core Dragonlance book.

Deities are given proper development, providing enough information on the deity and their teaching that a beginning Dragonlance DM can work them into their campaign with little effort in believable manners. The space given is comparable to the Forgotten Realms deities, though the world of Krynn possesses fewer deities. Each deity's persona shines through in the writing and their symbols are clear and easy to determine who they belong to even without the captions provided.

Some other highlights include: an XP system that emphasizes roleplaying over hack and slash, some interesting adventures and some great monsters like the Krynnish Death Knight.

Now... I think something does need to be addressed regarding the artwork that WOTC provided for the book. It is very inconsistent quality wise with only a few standout pieces. The majority of the illustrations are borderline adequate and a few standout as horrid, like the illustration of Skullcap, which is anything but creepy and more murky and hard to read. The artwork is handled very poorly. The section on dragons is the most inconsistent as it will feature some really excellent pieces, the Red, Black and White dragon while others look like they were drawn by talented children. The image of Dalamar looks like it came straight out of Flash Gordon as opposed to Dragonlance and the image of Huma looks very elementary in execution. The styles vary heavily as well, from classical fantasy illustration to Warhammer like illustrations for the two orders of Knights, and even then they seem a little choppy.

I do want to address some other issues of the Dragonlance Campaign Setting as a whole as opposed to just this product.

Dragonlance is a rich and vibrant world that lends itself to the operatic works of Wagner, very Germanic in its feel and approach and this is a good thing. It is a world well developed by various authors for WOTC and TSR and that as well is a good thing. The thing is that Dragonlance, unlike the Forgotten Realms, lends itself to a more restrictive gamestyle in order to maintain its flavour. Dragonlance is just as much known for what it excludes as opposed to what it includes. I am not knocking the legend here, that would be like knocking Ric Flair for being an old school wrestler in an age of high flying luchadores, just shouldn't be done because they are two different classes. Dragonlance is open to myriad adventures and ideas, but the restrictions limit you in how you can execute them in order to maintain the precious and essential flavour of a Dragonlance campaign. Dragonlance has similar pitfalls to Second Edition Realms products and the world of J.R.R. Tolkien in that the biggest stories are told elsewhere while your PCs are doing the grunt work on the side. The world is also prone to dramatic upheavels and the stories are more often told in novels as opposed to home campaigns, unless you use THEIR NPCs. This is a big drawback to the setting, sadly as it is the flavour that makes Dragonlance what it is, it is what they exclude that makes Dragonlance unique and special, in the same way that what the Realms include is what makes the Realms special.

I have compared this book to the Forgotten Realms quite a bit and with reason. The FRCS is probably the highwater mark of campaign setting design and presentation and this book strive for a similar quality, in placed achieving it and in other places failing to achieve that excellence of execution. I am not touting the Realms as a superior setting, but a superior presentation of product identity. The DLCS succeeds overall and is a great gaming product, but fails to seperate itself from the rest of the pack in the same way. In some ways, I think that maybe Dragonlance has lost some of its sheen and this book helped to bring a lot of that gloss back in spite of its drawbacks.

If you like to run high adventure and epic (not epic level) adventures, if you love Dragonlance like I did when I was a kid, then this book is for you. If you think Dragonlance if ok or like a more open ended campaign that you have more control over, this book probably isn't for you.
 

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