|#1zombiegleemaxJan 31, 2004 15:07:39||Greetings all,|
In the last few years I have been bequeathed the DL 1: Dragons of Despair - DL 16: the World of Krynn. I have also bought Dragonlance Adventures from ebay a year or two ago for those reasons. I am a DM and I want to run those modules. My question is: what system should I run them under?
Should I use the AD&D First Edition rules or the ones from Adventures? For example, Raistalin instead of being a magic-user is a a Wizard of the Red Robes et cetera. If I choose First Edition, should I incorporate the rules from Unearthed Arcana or not? Doing so would change Strum from a fighter to a cavalier. I have never played Dragonlance before and I would appreciate any/all advice.
P.S.: I also play 2nd edition AD&D and I guess I could convert the stats if needed. I do not play "Third Edition" do to budgetary reasons and complaints with its structures.
|#2sweetmeatsJan 31, 2004 18:53:57||The modules you have are 1st edition so why not stick with them? |
As for Sturm, I'd probably leave him as a fighter rather than turning him into a Cavalier. Just call it a gut instinct.
Good luck and let us know how it pans out.
|#3falconerJan 31, 2004 19:03:45||Up to you, but I would strongly recommend NOT using Unearthed Arcana and Dragonlance Adventures if you want to run DL1-14. Or rather, judicious, pick-and-choose use of them "behind the screen." That's what I do. PH+DMG is a solid rulesset. I use the unarmed combat and minimum hit points for new PCs rules from UA, and occasionally artifacts and what-not, but NOT the classes. It's a real mixed bag, so I basically keep it DM-only. DLA is probably more usable, but I still personally prefer to use the PH classes rather than the DLA classes. Regards.|
Michael Falconer - http://www.dwarvenmilitia.com/falconer/dragonlance/
"Because by fate even the gods are cast down, weep ye all with me."
|#4zombiegleemaxFeb 01, 2004 14:18:17||I would just update them to 3.5. I mean, it shouldn't be too hard. All you really need is the story as a guide line and then you shuld just model all fo the mobs to reflect the party's level.|
|#5talinthasFeb 01, 2004 14:37:54||why? the modules are written for 1e. and from the looks of it, the initial poster and his group are familiar with and play that rules set. why make things needlessly complex?|
|#6zombiegleemaxFeb 02, 2004 22:19:41||Greetings once again,|
It is true that my group does not use "Third Edition" and I will tell you why. When I started my first group as a DM I found that the players would buy the Player's Handbook in a few days. While that might not be bad, and in fact expected, they would quickly buy the Monstrous Manual, the Skills & Powers handbooks, and then even the Tome of Magic. I then realized that when they tried to use their new found knowledge to outsmart me in their pursuit of power gaming, or use of barracks' rules book lawyering to try to create a Monty Haul campaign. After some gifts from friends I discovered 1st Edition. I then shifted over to that rules set so that all my future groups would be at my mercy for knowledge. In the year 2000 I could finally shift back to 2nd Edition, since I knew it was now safe. There is also the fact that all of the gals and guys in my current group with the exception of one (who also plays with a more trendy DM) does not know how to play "Third Edition" Besides, most of them cannot afford to buy the new hardbacks and I disagree with the rules to want to ever change.
All right, enough about me, I have another question. I have a wide pool of possible players to draw from for the series. You start out with Caramon, Flint, Raistalin, Strum, Tanis, and Tasslehoff, and quickly aquire Tika as part of the group. Then come Goldmoon and Riverwind, followed by Laurana and her brother. Then comes Ellistrion and even more later. Should I try to get one player for every character or should each memeber of the party play multiple characters? Or should they be NPCs who follow around and help?
|#7zombiegleemaxFeb 03, 2004 21:27:26||Okay, at the beginning, the characters are Tanis, Sturm, Caramon, Flint, Tas, Raistlin, Riverwind, and Goldmoon. Later on(the next module, I believe) you get Tika and Gilthanis(I think), and then later Laurana, and then later Elistan, and then it's just Sturm, Laurana, Gilthanis, Elistan, Tas, FLint, Aaron Tallbow, Derek Crownguard, and I think that's it. I don't have any after that.|
|#8cam_banksFeb 03, 2004 22:38:08|
Originally posted by Jacen Solo 5007
Aaron, Derek and Elistan become "official" player characters with DL6. DL10 introduces Waylorn Wyvernsbane, while Kronn Thistleknot and Serinda Elderwood show up in DL12.
|#9r2-dsFeb 04, 2004 2:58:48||If you are using the characters supplied with the modules than both Goldmoon and Riverwind should be NPC's. Remember, no clerical magic until the disks of Mishikal are recovered. If your players are playing their own unique characters than Riverwind alone need be the only NPC. Just have him show up by himself with the blue crystal staff. Just let the player of the party cleric know that he or she will have no spell casting ability for the first little while. This in my opinion is a better option as your players will become more immersed in the story knowing that their characters and not the "companions" helped defeat The Queen of Darkness. Imagine the look on the face of your groups cleric when he or she realizes that they're the first true cleric on the face of Krynn in hundreds of years. Pretty cool if you ask me.|
|#10raggart_knugFeb 04, 2004 17:52:41|
Originally posted by The Seeker God's Avatar
I have run (and am still running) the original modules with the original characters. Trust me, as a DM it really, um, "stinks" to not only have to keep track of all of the encounters, monsters, and plot points, but to also have 2, 3, or even 4 NPCS under your wing to worry about.
On the other hand, it's a nightmare to try to get a dozen people around the table to go with a "1 person, 1 character" strategy. Besides, the group splits in half in Tarsis anyways, so you'd have to eject half your group.
I would recommend going with about 5-6 gamers and doubling up on the characters. Try to cap it at no more than 2 characters per person, but you may need to go to 3 from time to time. I tried to match up the characters with the same goals/motivations as much as possible - e.g., Riverwind-Goldmoon, Caramon-Raistlin, Flint-Tasslehoff. You can also look forward to the split in Tarsis and make sure that each player has one character heading in each direction.
|#11qstorFeb 04, 2004 21:10:08||A munchkin is a munchkin no matter what system you use...IMHO..I agree with the comment on 3.5 conversion. The Dragonlance 3e campaign book is fantastic and the basic 3.5e rules are available on the system reference document at www.opengamingfoundation.com|
|#12zombiegleemaxFeb 05, 2004 22:05:30||Please continue posting on which rules system should be used and how many characters each PC should have. Another question, one partially addressed, should I use the characters in the modules, or just give my group set characters from day one. The characters in the Saga present excellent role-playing opportunities with each NPC they know, be it Kitiara or Gilthanis +Laurana's father. Plus, given there past history with themselves (Raistalin getting Fistandantilus to help him during the Test) and each other (Strum and Tanis both past lovers of Kitiara.) But then again will the players accept these characters as there own? Or here is a real dirty trick, pretend the pre-made characters are one that I (the DM) made up.|