The Elements of Dragonlance
24 January, 2007
Krynn is a world like no other. It is not a world of dungeon crawls and random encounters; not a world where magic items can be used as an alternate form of currency. Krynn is a world of rich story, where unlikely heroes must make life-defining choices and accomplish goals that have meaning beyond the obvious.
Thus it follows that there are elements which must always and ever be present on any game that would be set on Krynn in order to remain true to the feel and purpose of the setting. These critical elements are the definition of Krynn; its base and pure form.
First and foremost, any Krynnish campaign must involve the name of the setting. It is called Dragonlance, and accordingly, any campaign set on Krynn must include dragons. And not just any dragons; every dragon on Krynn is a unique, individual creature. Although they invariably attend to their alignments, Krynn's dragons are great and wonderful beings that the heroes are not likely to defeat in one-on-one combat even at their most powerful. These creatures are majestic and wondrous beings; creatures worthy to have an entire setting defined just for them. Dragons may not always be the major players in the game, but they must always have a part in the story, no matter how small.
In addition to her mighty namesake, Dragonlance holds a host of very specific thematic creations that must always exist in a game set therein. Can Dragonlance truly be Dragonlance without honourable knights and crafty magic-users? I daresay it cannot. Although there are knights on most any fantasy world, the Knights of Solamnia are a different breed of knight. And although every world boasts powerful wizards, none can claim to have a group even remotely akin to the Wizards of High Sorcery. These unique thematic creations are as important as they are unique. They are the showcases of Dragonlance; they are what makes it a different world, and they must appear.
Similarly, the world is populated by unique races that no other world may claim. Kender are not just halflings; indeed, they hardly deserve to be related. Curious and fearless, these creatures have been involved in every major plot on Dragonlance since the Greygem first created them. Without Kender, the innocence of the world is lost.
Krynn is not a world of expected and obvious occurrences. From its unlikely heroes to its shroud of mystery, the Dragonlance setting proves time and again that things are never what they appear. From the most humble of upbringings, Krynn's heroes always begin their adventure with no idea why they are adventuring at all. They are not heroic generals of ages past who have arisen again to defend the village. Krynn's heroes are always young and open-minded individuals who are thrust into conflict against overwhelming odds.
The typical Krynnish campaign begins with a mysterious and unexpected turn of events that the heroes cannot explain. They are driven into a plot that began long before they came along, and which fully engulfs them before they even realise it has begun. These heroes endeavour to complete meaningful goals that can change their entire world—if not the entire world. Along the way, they will encounter memorable villains; creations who are so much more than just a series of numbers and calculations. These villains are always as much of an anti-hero as the protagonists themselves are horoes. They have a story, and come from all the same unlikely backgrounds as the characters themselves. Thus, the infinite struggle of good versus evil is not only experienced on the grand scale of army versus army, but also on the individual scale of the hero versus the villain.
The villains may not always be obvious in-and-of themselves. Most often, at least one of the most villainous characters in the campaign will be beloved unto the party. These beloved villains are typically plot-driving characters, who will force the heroes to make life-defining choices. The heroes will find that every action in Dragonlance has consequences, and that at some point, they must sacrifice nearly everything to achieve their greatest goal. Thus breeds corruption: will the heroes choose the fate of the world? Or will the beloved villain (be it an actual person, a devotion to an unexpectedly villainous ideal, or some other quality) cause them to falter and join the ranks of the villains themselves?
To counter these beloved villains, the party will find romance. Although this may sometimes come in the form of lust and purely sexual encounter, usually it will be evinced in a deeper, more abiding romance. Perhaps it will be a romance that can never be fully realised, such as the love shared between Huma and Gwynneth, or Sturm and Alhanna, yet to the heroes that are involved in the romance, it will be a constant reminder of the righteous path. And where their romance fails, they will always find that faith can guide them back to the right path. Perhaps not a belief in the true gods (for these may not always be found on Krynn), but rather in the more intrinsic belief that there is a higher power guiding the events of the world below.
The challenges the heroes must face along their epic quest are never random. Each encounter contributes to the overall story, although the characters may not realise the contribution that the encounter has made until it is long past. Along the way, the heroes will discover legends that foretell their own story, or that intertwine with the unique artifacts and fantastic locations they will find along their journey.
Dragonlance is—in short—a world defined not by a fighter, mage, thief, or cleric, but by the stories, and by the characters that bring those stories to fulfillment. It is a world of balance; a pendulum constantly swinging. Good redeems its own. Evil feeds upon itself. And good and evil must exist in contrast. These are the laws of Krynn, and they must never be broken.
Labels: Dragonlance, Game Mastering
