humble minion
Legend
Yeah, you read through the old DL modules, or even the 3e conversions, and they're SERIOUSLY out of whack with what you'd expect from a modern module. Railroads have been a thing since modules were first invented, but DL brought it to quite a new level by actually having rules to rig it so that important bad guys couldn't die before their appointed time, and actually letting the plot rather than the players dictate what PC the players were playing.While I appreciate some things about Dragonlance (I think the Heroes of the Lance boxed set was one of TSR's best) its publishing was basically the impetus from changing from location based adventures to heavily railroaded ones. The Dragonlance modules themselves are so inflexible that basically, if you aren't playing the characters from the books and following the steps exactly you're playing it wrong.
Still, i think they were ... necessary. They brought an aspect of storytelling and character-driven plot into the game that was way beyond anything that had ever been before. They overdid it, sure. But it's the old story of thesis, antithesis, synthesis. They were a reaction to the old purely location-driven dungeons, and the bridge between them and the more modern and flexible sandboxes with the overarching plot.
DL was never quite my thing. The whole Romantic High Fantasy Good Versus Evil With Capital Letters thing never quite worked for someone who only read the DL novels in the second half of the 90s after thoroughly burning out on sub-Tolkien Dark Lord fiction trilogies for most of the previous decade. Still, having said that, I do get the attraction, and if my DM decided to run Dragonlance, I'd be all over it, even if it wouldn't be my first choice and probably not the game I'd personally choose to run.
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