Dragonlance House Rules and Summary

Post/Author/DateTimePost
#1

zombiegleemax

Jul 18, 2003 9:42:22
With the release of the DLCS and the Age of Mortals books I am going to be starting a new Dragonlance campaign with my gaming group. my current group has never played in Dragonlance, and are not extremely familiar with the setting...I've given them the very basics of the history from the end of the first cataclysm up through the War of Souls.
But what could I do to summarize and express the feeling of what the campaign is about: epic fantasy and romantic ideals?

Also, what are some of the house rules you guys use in your games? I'm looking for help in anyway to make the campaign have that feel of medieval romanticism and to make it more fun and true to Dragonlance.
#2

zombiegleemax

Jul 18, 2003 10:15:50
Perhaps house rules isnĀ“t way to get the DL feeling. Instead try to create situations, after all roleplaying games are also to roleplay not just rules and killing monsters.

Introduce the major organizations (KoS and WoHS), and let them interact the NPCs so they know the solamnic ideals and other stuff, also their enemies should be NPCs well built, that is with a defined personality and clear goals.
#3

sweetmeats

Jul 18, 2003 15:17:31
I find that Dragonlance isn't about house rules. Dragonlance isn't dungeons either. A typical D&D gamer would probably be in for a shock if they came to play DL. Its a setting where the game is more about roleplay and romanticism than anything else. Its about epic feel. Its not dungeons and monsters, nor is it treasure hunting.

Dragonlance is about emotion and responsibility.
#4

zombiegleemax

Jul 18, 2003 15:23:01
Originally posted by SweetMeats
Dragonlance is about emotion and responsibility.

I'd agree with Sweet...

When I introduced DL to my friends I always played custom campaigns that could be played out like novels. Unlike more traditional 'hack n' slash' *cough*FR*cough* campaigns I took liberties in doing some truly exceptional things.

After all we are talking about a world where in the past 60 years dragons and lesser races have been pretty tied at the hip. Would it be terribly surprising to be invading a camp of ogres only to have a dragon sweep down, gobble 'em all up and give you a little wink as he left?

-Gilles
#5

jonesy

Jul 18, 2003 15:23:41
Dragonlance isn't dungeons

If one doesn't count castle basements, I have never used dungeons in my Dragonlance campaigns.
#6

zombiegleemax

Jul 18, 2003 15:28:44
Originally posted by jonesy
If one doesn't count castle basements, I have never used dungeons in my Dragonlance campaigns.

Closest thing I've used to a dungeon in a DL campaign is a tie between a sewer in Sanction and the shadows under the grisled branches of the Darken Wood.

-Gilles
#7

sweetmeats

Jul 18, 2003 16:02:06
When I mention dungeons I am referring to the traditional dungeon crawl that has been a staple over D&D worlds.
#8

jonesy

Jul 18, 2003 16:08:15
Originally posted by SweetMeats
When I mention dungeons I am referring to the traditional dungeon crawl that has been a staple over D&D worlds.

That's exactly what I thought you meant. I've just never really used dungeons.
#9

Granakrs

Jul 18, 2003 17:43:18
you know, for an epic heroic setting like dragonlance, I have a house rule that used to be quite popular in my AD&D2 and SAGA days. It's called Requiem of a Hero Action.

Basically inspired by the Record of Lodoss War, and the episode Requiem of a Hero, the idea is that if a player so chooses, he may get one huge circumstantial bonus to any action the character can perform. The downside of the action is that the character must die and can't be ressurrected ever.

The action really allowed my players to do the epic sacrificial acts, like shoving another character from a cave-in or taking the full damage of a magical attack or shower of arrows.

In Record of lodoss war, that included one elf taking the full brunt of an ancient red dragon's breath weapon, or one dwarf taking the full brunt of some nasty magic to save the entire party, throw a heavy axe, and removing mind controlling magic item with killing the wearer. :-) Heck, that's the action i'd have for Raistlin's last stand in Test of the Twins, and Huma's last action in Legend of Huma.
#10

zombiegleemax

Jul 22, 2003 0:02:23
Someone said that Dragonlance isn't about dungeons, but it doesn't mean that you shouldn't include them. I mean, I put a dungeon-like tomb at the botton of Crystalmir Lake. It isn't in the real Dragonlance world, but I think that it still works.
#11

sweetmeats

Jul 22, 2003 6:52:53
Originally posted by Halcyonn
Someone said that Dragonlance isn't about dungeons, but it doesn't mean that you shouldn't include them. I mean, I put a dungeon-like tomb at the botton of Crystalmir Lake. It isn't in the real Dragonlance world, but I think that it still works.

Oh yes. Dungeons can be used in DL (I've done it) but they should never be the dungeon crawls that are sought after in other settings. Dungeons in DL serve a purpose and are not there to be hunted through for treasure or to slay the inhabitants.
#12

zombiegleemax

Jul 22, 2003 16:45:40
Oh, I see what you mean, Sweetmeats. Dungeons in normal DnD do seem to be fairly random...