But I always thought it was a shame that the story was written for AD&D. I'm not going to turn this into a big dis on D&D; I still play it now and then, and I really enjoy it for some stories. But D&D is best at, and written for, telling stories of epic heroism, where the lead characters are orders of magnitude better than the average elf-on-the-street, and the villians are equally huge and larger than life.
DragonLance never really felt like that to me. When I read the novels, I see men and women who might be a bit better than average, but not that much. I see a story where a hobgoblin with a scimitar is a threat right down to the end. And I see a story that is very much driven by the characters, not the events. Because it is the interaction between the people in that story - Caramon and Raistlin's love-hate relationship, the Tanis-Lauranna-Kitiara triangle, Tas and Flint's solid friendship - that make the DragonLance story something special.
D&D - whatever edition - can tell these kinds of stories. But it's not intended to do so, and they usually end up being good stories in spite of the ruleset, rather than because of it. So I thought I would take a ruleset that is intended to tell such a story, and give DragonLance a go with that.
The Riddle of Steel is such a system. I'm not going to spend a lot of time raving about the rules, but they are worth raving about. If you've never encountered it before, I encourage you to check it out.
This webpage is intended to support that campaign. It has character sheets, maps, stats, house rules, and other things I've worked up for the campaign. It has a running recap of the story, that will hopefully stay up to date. It has links to things I found useful, and thought might be handy for my players.
It's not fancy. But it does the job; and maybe there's some folks out there looking for a break from fancy?
Mail me: vagabondelf@yahoo.ca
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