There's a lot of very cool content in the 5e Dragonlance offering from WOTC. But there's also a lot missing. I will be actively running the adventure for one of my groups, and will provide some of my thoughts and modifications to change up the book to make the mass combat better
First, sorry fans of the books. I never read them. I don't have any of the setting material or adventures from the previous editions. This book is all I've got. The book does not give you enough information to run a real campaign in an authentic Dragonlance setting. We'd need a book on par with Eberron: Rising From the Last War in order to actually do that. So my Krynn may kill some sacred cows. I will remain blissfully unaware, but apologies in advance if it bothers you. My Krynn is different from your Krynn.
One thing I dislike from the book is the need to try and boost sales of a board game. Maybe instead actually attempt to introduce real mass combat or warfare rules (an abstract example are the victory points used in the Ghosts of Saltmarsh adventure The Final Enemy, which are similar to rules provided in 3e). There are some good ideas worth stealing though. The concept of the fray around the area that the characters are on a map to simulate being in a larger battle is valuable. It creates a more cinematic moment in the combat, and real constraints on maneuvers. Next positive idea is battlefield events, such as those included in the battle for High Hill in chapter three. This simple random table has you roll for a random event at initiative count zero, adding random complications to the battle like an arrow flowing out of the fray and sticking someone, or new enemies emerging. This is a great way to simulate the chaotic, violent, and random nature of combat.
But we still want mass combat. So what do you do? Take a leaf out of MCDM's book that they wrote to solve this problem, Kingdoms & Warfare. The system outlined in that title provides flexibility and an actual opportunity for your players to feel like they are influencing a wider battle. The intrigue system even helps you set up situations in which their is a climatic fight between the leaders of opposing domains during battles. Grabbing an organization like the Military Squadron specialization of the Martial Regiment heroic domain sets up the situation of exploring the Northern Wastes and adds a layer of diplomacy and intrigue that is distinctly lacking. Taken together all of these things give your players something shocking that the adventure as written seems to want to deny them...player agency and ability to impact the story!
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