• 40 Years Ago: Dragonlance Catches Fire

    From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Wed Nov 13 15:06:16 2024
    From Newsgroup: rec.games.frp.dnd

    Source: https://www.saturdayeveningpost.com/2024/11/40-years-ago-dragonlance-catches-fire/

    40 Years Ago: Dragonlance Catches Fire

    How a long car ride became worth more than a dragonrCOs hoard.

    Troy Brownfield

    Ten years into the spread of Dungeons & Dragons as a pop culture
    phenomenon, parent company TSR introduced a new twist. Created by module writer Tracy Hickman and his wife Laura, the Dragonlance shared universe
    would quickly become one of the most popular settings that the company
    ever created. Still going strong as a novel and gaming brand four
    decades later, hererCOs the story of how a car ride shaped a brand that brought us more than 200 novels.

    Laura Hickman introduced her husband, Tracy, to Dungeons & Dragons by
    giving him the game as a birthday present. The couple took their first official steps in the D&D world as creators when they wrote two modules (separate, playable adventures for the game) called Rahasia and Pharaoh.
    They were originally published elsewhere, but Tracy decided to pitch
    them to TSR itself. Not only did the company make them official modules,
    they offered him a staff job in 1982. As the Hickman family drove from
    Utah to Wisconsin for Tracy to start work, Tracy and Laura kicked around
    a new idea that would highlight dragons in a separate world with its own storyline.

    The Hickmans made a major mark on D&D in 1983 with the publication of
    the Ravenloft module. A new horror setting featuring immediate fan
    favorite vampire character Strahd von Zarovich, Ravenloft would be a
    major success and open up whole new avenues of storytelling within the
    gaming system. The Hickmans had been working through the idea for
    several years, playtesting the concepts with a group of friends. The
    success of their modules would prime them for their next big idea, and
    the playtesting group would continue to be a part of that.

    That same year, Margaret Weis was hired as a book editor for TSR in
    their fiction division. She already had a history of writing childrenrCOs books, including adventure stories. Weis was asked to help coordinate a
    pitch from Tracy that was being referred to as Project Overlord, a tongue-in-cheek reference to the Allied invasion of Normandy in World
    War II. The plan called for the development of a novel and three gaming modules in a brand-new world named Krynn that the Hickmans were
    developing. The major characters were already developed and getting
    fleshed out in playtest sessions. Weis hired an author for the book, but
    they were having trouble with the characterizations and overall story.
    It quickly became apparent that Weis and Hickman needed to write the
    book themselves.

    Heading into 1984, TSR began to tease the arrival of something new and
    big. Ads began to appear in the D&D magazine, Dragon, that rCLDragonlance
    is coming.rCY One issue of Dragon included a teaser short story from Weis
    and Hickman, rCLThe Test of the Twins,rCY featuring the twin brothers
    Caramon the warrior and Raistlin the wizard. The first gaming module,
    Dragons of Despair, appeared in March. Despair set the stage,
    introducing the world of Krynn where dragons were reawakening, the old
    gods were possibly returning, and heroes were being called to action in
    the face of war. The module introduced several playable characters who
    would be the leads in the novel.

    By November 1984, the D&D world was ready when the first book arrived.
    Dragons of Autumn Twilight, the first Dragonlance novel by Weis and
    Hickman, featured a cover by beloved D&D artist Larry Elmore. The book
    was an immediate success. By the time it was released, the plan had
    changed from a single book and three modules to a trilogy of novels and multiple modules. The plan worked; the second book, Dragons of Winter
    Night, dropped in mid-1985, and Dragons of Spring Dawning landed that September. The bestselling books and the strong-selling rCo and quickly propagating rCo number of game modules told TSR that fans really liked the dragon-heavy world of Krynn and its complicated protagonists. Among the characters, the break-out stars were the kind-hearted fighter Caramon
    and his acerbic twin Raistlin, a sorcerer touched by darkness; Tanis Half-Elven, the half-human, half-elf leader who is torn by his heritage
    and his love for two women; and Tasslehoff Burrfoot, a member of the short-in-stature kender race who manages to be a wide-eyed innocent chatterbox, an inveterate kleptomaniac, and incredibly brave all at once.
    The Twins trilogy (Photo by Troy Brownfield)

    It wasnrCOt too surprising then when TSR announced a second trilogy
    focusing on Caramon and Raistlin (along with Tasslehoff) for 1986. Time
    of the Twins, War of the Twins, and Test of the Twins all came out that
    year; when Test dropped, it hit The New York Times Bestseller List.
    After that, it was essentially off to the races. Over the years,
    Dragonlance would become a major expression, or product group, for TSR.
    Over 212 novels were released, as well as more than 80 modules and sourcebooks. On the whole, there have been more than 35 million
    Dragonlance books sold. 2008 saw the release of an animated version of
    the original novel, Dragons of Autumn Twilight; despite having great
    voice actors like Kiefer Sutherland (a very well-cast Raistlin) and Lucy Lawless, the film was plagued by bad animation and a worse script
    adaptation.

    As for Weis and Hickman, they have continued to write in their universe
    for many years. As a shared universe concept, most of the novels are
    written by other writers, but Weis and Hickman have always borne the rCLspinerCY of the main continuity. Their 17 books together (and a number of short stories) comprise the seriesrCO core story (along with WeisrCOs rCLDark DisciplerCY trilogy, the Raistlin-centered The Soulforge, and three books
    by Weis and Don Perrin). However, everything wasnrCOt always golden; in October of 2020, the pair filed suit against Wizards of the Coast (who
    bought TSR in 1997) over a new trilogy that fell through. The writers dismissed their suit that December, and shortly thereafter their new
    trilogy was announced. The third book of that series arrived in August; another from the pair is on the books for February of 2026.
    Action figures for Drizzit DorCOUrden and Guenhwyvar from Hasbro (Photo by Troy Brownfield)

    The legacy of Dragonlance in both gaming and publishing is a substantial
    one. Fans have been following the characters and situations in novels
    and games for 40 years. The success of the brand allowed TSR to pursue
    other setting and novel combinations, the most successful of which has
    been Forgotten Realms and its breakout star, the dark elf Drizzt
    DorCOUrden. R.A. Salvatore has written 39 of tThe Drizzt novels and sold another 35 million books, with dozens of entries on the NYT bestsellers
    list. Despite their prodigious sales, Dragonlance and Drizzt are
    possibly the most popular fictional franchises overlooked by mainstream readers. Regardless, the success of these books is rooted in their
    strong storytelling, relatable characters, and, well, totally awesome
    dragons.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Wed Nov 13 11:12:52 2024
    From Newsgroup: rec.games.frp.dnd

    On Wed, 13 Nov 2024 15:06:16 +0100, Kyonshi <gmkeros@gmail.com> wrote:

    Source: >https://www.saturdayeveningpost.com/2024/11/40-years-ago-dragonlance-catches-fire/

    40 Years Ago: Dragonlance Catches Fire


    Dragonlance really was a ground-breaking adventure back when it
    released. It helped transform the game from adventures that were
    little more than dungeon-crawls for murder-hobos into a tool that
    could be used to tell epic stories. For millions of players, it
    transformed how they played the game. It added drama, and characters,
    and gave their adventures a feeling of having real weight and meaning, something that was often lacking in earlier adventures.

    Going back and re-reading the modules, it's hard to imagine it was so revolutionary. The adventures are... not good. They make a lot of
    assumptions, lack a lot of necessary detail and world-building, and
    this results in a lot of railroading. Not intentionally, but just
    because the DM -lacking any other options thanks to the dearth of
    information- _has_ to force the players on the only path available to
    them.

    But I don't think this was as much as a problem as it first seemed.
    The modules were released with the novels, and I think the expectation
    was that a lot of the players would already know what the story was
    about. In many respects, the original Dragonlance novel trilogy _was_
    the game's 'campaign sourcebook'. Certainly that was the case with our
    group when we played it; I can't remember if _everyone_ had read the
    books prior to our adventures, but certainly the majority of us had.
    And despite our foreknowledge of where the game was going, we still
    had fun. We were replaying our own "Lord of the Rings" epic-style
    adventure, and just putting our own personal touch on it. It was
    great.

    Later "Dragonlance", though, not so much. The original epic ended
    rather conclusively, and attempts by TSR to keep the story going
    afterwards never rang very true. The story just didn't support it,
    anymore than going back to Middle Earth after Sauron's defeat would be
    much fun.

    [I always felt that TSR would have been better served by
    going back in time to the pre-war period for its adventures,
    fleshing out the world that way, rather than trying to
    stretch the story on beyond the end. Still, I'm not sure
    that would have worked either. TSR always had a fascination
    with adding new monsters and complexities as selling points
    even when it weakened the story overall, and I think any
    attempt to extend Dragonlance past that first epic trilogy
    was fraught with difficulty]

    Other games -and settings- would take the ideas introduced by
    Dragonlance and present them with more polish and care, until the idea
    that you could run long, story-driven campaigns of connected
    adventures with strong characters became normalized in the industry.
    We can see it in stuff like WOTC's various "Adventure Path"
    collections like "Avernus Rising" or "The Sundering" series. It's
    _expected_ now, and -after forty years of practice- done a lot better
    than those early modules. In comparison, "Dragonlance" feels old,
    rushed, and just not very good. It's easy for people to wonder why it
    caused such an uproar all those years ago?

    But at the time, it really was a breath of fresh air.



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