Showing posts with label Dragonlance. Show all posts
Showing posts with label Dragonlance. Show all posts

Saturday, November 2, 2013

Dragonlance alignments

The other night, one of my gaming groups got into a brief discussion of evil in Krynn.  Here is a look at some of the evil alignments of main evil characters in Krynn.
 
LAWFUL EVIL
 
Toede
Gildentongue
Kitiara
Verminaard
Ariakus
 
CHAOTIC EVIL
 
Lord Soth (how he became evil is clearly not a lawful act- but for most of the Chronicles trilogy, he seems fairly obedient- I think he is a little more chaotic in the Legends trilogy.  Chaotic Evil obey those stronger than them if it is expedient to do so.)
Fistandantilus
Raistlin (listed as Neutral as a player character- obviously he was neutral at one point)
Dalamar
 
 
Continuity is surprisingly difficult for settings that are published in such piecemeal fashion.  There are lots of opportunities for errors.  Sure enough-
 
Tales of the Lance lists Fistandantilus as Neutral Evil.  I think perpetually trying to steal the souls of young male apprentices is more a Chaotic Evil act than a Neutral Evil one.  Although Neutral Evil's description is not contrary to Fistandantilus's behavior ("greed").  Chaotic Evil is a better description "the strong have the right to take what they want, and the weak are there to be exploited".  (In fairness it should be noted that Tales of the Lance does claim to be authoritative and overruling previous works.)

Wednesday, August 14, 2013

Tinker gnomes in Krynn


Today’s post looks at Tinker Gnomes in first and second edition.  Another either really popular or really despised idea from D&D is that of the Tinker Gnomes.  In Krynn, gnomes are hapless inventors who make inventions that are large, impractical, and seldom work.  They feature prominently in the Chronicles Trilogy.  (Highly recommended reading).  In Taladas there are not one but two gnomish cultures set closely in the Tinker Gnome mold.  The hardcover Dragonlance Adventures provides rules for adventuring in Krynn and includes the Tinker Gnomes as a character class.  It includes about 5 pages of rules and charts for constructing inventions.  Most inventions are probably only going to work about 20% of the time and generally have destructive misfires about 80% of the time.  Tinkers have a rapid experience table very similar to the rogue table.  Tinkers get better at inventing as they get higher in levels.  High level tinkers are necessary to build devices that actually stand a reasonable chance of working.  They gain lots of non-weapon proficiencies but have a -5 penalty to them.

They are fun and more so if you have read the Chronicles Trilogy.  Having a Tinker Gnome with the party would probably be fairly amusing yet hazardous.

Taladas (which uses 2nd edition rules including the reduction of power from barbarians) keeps the Tinker gnomes from 1st edition (the rules are not reprinted in Taladas so you need Dragonlance Adventures to run Tinker gnomes).

However when the Tales of the Lance boxed set was produced (1992) Tinker gnomes lost their inventive rules.  5+ pages became less than a page explaining that Tinker gnome inventions do not work.  However, new equipment for Tinker gnomes included several different types of grenades and an arquebus-type firearm.  These inventions are in direct conflict with what was published in Dragonlance Adventures explaining that gnomes are not good chemists.  (It also conflicts with Tales of the Lance which includes a similar statement).  I think the Tales of the Lance decision was a bad one regarding Tinker gnomes.  In defense of Tales of the Lance, these changes make it easier to play tinkers as characters, they are going to be back row gunners.

Tinker gnomes (First edition or Taladas) are throwbacks to an era when role-playing had equal consideration with character class strengths.  A player choosing a tinker is choosing him for the fun story opportunities and role-playing challenge, not for the opportunity to be the most powerful character.  Since tinkers only start with 1 weapon proficiency (although they gain another one at 3rd) it probably makes the most sense for them to have a sling or a crossbow to start with.  Dragonlance Adventures is unclear what tinkers fight or save as.  Generally they are back row non-combatants.  Playing a tinker properly would be quite a challenge.

In conclusion, Tinker gnomes are a lot of fun and part of what make Dragonlance unique.  If you feel that your characters are getting dull and that you spend too much time min/maxing them, playing a tinker in a Dragonlance campaign might be the solution to get you thinking about role-playing again.

Tuesday, July 30, 2013

A look at Minotaurs


Review:  Taladas: The Minotaurs.  (DLR2) By Colin McComb.  Published in 1991.

Taladas is one of my favorite settings.  It is another continent on the world of Krynn.  It has a one sentence description in the Dragonlance Adventures hardcover book.  In the future, I will review both Taladas, and Dragonlance Adventures at length.  The focus of this review is on a supplement about the minotaurs of Taladas.  Overall DLR2 provides more details about one of the significant inhabitants of Taladas- the minotaurs.  About 1/8 of Taladas is an empire (the League of Minotaurs) that resembles the later Roman Empire and many of the citizens of the League are minotaurs.  The ruling class of the League including the emperor are minotaurs.  DLR2 provides lots of good material to work with for a Taladas campaign for minotaurs including several interesting adventure ideas.  I would certainly recommend it to collectors and Dragonlance/Taladas fans.  With the cultural background that it provides, it could be used to bring minotaurs into another first or second edition D&D campaign.  A very solid product, in the good but not great category.  3 out of 5 stars.