Showing posts with label Gaming History. Show all posts
Showing posts with label Gaming History. Show all posts

Saturday, July 19, 2014

Basic Dungeons and Dragons 5e v0.1, Part 2 (pgs. 2 - 5): Worlds of Adventure.


Basic Game Mockup by Morrus at EN World


Dragonlance, Mystara, Ravenloft, Dark Sun, Eberron, Greyhawk, and the Forgotten Realms likely sound like the sort of places that some hapless fool would go exploring and lose his life in to the uninitiated - and you wouldn't be far off from the truth. These places represent seven of the most dominant settings (also known as game worlds) that have become a part of the official Dungeons and Dragons game. Each was designed to help Dungeon Masters and players alike find a world to explore and make their own.

Dragonlance




This is the setting that changed the industry, for better or worse, when it burst onto the scene in 1984. It was the first to present the players with a linear story that forced them into a romanticized version of High Fantasy. Dragons dominated this setting with enough fantastic elements to make it a best selling novel line that would inspire TSR and other game companies of the viability of books based on their game lines. It's a fantastic place to explore and you can find far more on this incredibly deep setting at the unofficial home of the setting online at Dragonlance Nexus.

Mystara or the Known World

The world of Mystara from Vaults of Pandius


For a generation of gamers this setting was the default world for many players. It boasted a detailed world that had no fear of making fun of itself or the tropes of the fantasy genre. Yet even as it became more detailed it never did so at the cost of the players' ability to make the world, and the stories they created, their own.

When it was active this setting produced some of the finest gazetteers and adventures the game has seen since the magnificent Greyhawk adventures Gygax put out for Advanced Dungeons and Dragons (also known as First Edition). You can find out a ridiculous amount of information about this setting from two places: About Bruce Heard and New Stories and Vaults of PandiusAbout Bruce Heard and New Stories is the online home of the man who helped make the setting what it would become - one of the most loved settings to ever be produced. Mr. Heard's blog is filled with his efforts to finish expanding the setting as he would have liked had he been given the opportunity and with his current efforts on his successfully funded Kickstarter. It's a great place to visit for more information on the setting and to ask one of the men who had a hand in creating it just what was going on with your favorite nation. Vaults of Pandius is filled with information from published products, the people who developed the settings, and the people who played and loved it. I cannot think of another website that provides anywhere near the volume of information this one does.

Ravenloft



This is the setting of classical horror where you're likely to encounter something that haunted the dreams of Poe and Stoker - but there is so much more here. Every location, or realm, has an evocative nature that seeps into the game. An atmospheric setting that isn't for everyone, but when it's done correctly you won't find a better place to explore the darker side of the hobby. You can find a fountain of useful information on this setting at Ravenloft the Fraternity of Shadows and if you dig the Gothic style then you should consider reading the blog Tales of the Grotesque and Dungeonesque (in particular the Ravenloft Remix series is really worth exploring).

Dark Sun



If Dragonlance, Mystara, and Ravenloft harken back to the classical, high fantasy tradition that dominated the game then Dark Sun was a complete refutation of this aesthetic. This brutal setting where life was harsh, short, and filled with danger was filled with psyonic warriors and eternal Dragon Kings that ruled over a post apocalyptic world. Think Mad Max with Dragons and you're not far off. This setting was highly influenced by the artistic sensibilities of Brom and any discussion of it will eventually work it's way back to him.

This setting isn't for everyone, but if you can find the right group no setting will be more rewarding. You'll find a lot of information on this setting from The Burnt World of Athas and if you're lucky you'll find a group to explore this world with in the near future.

Eberron



The newest official setting for the Dungeons and Dragons game but you shouldn't be worried that this game doesn't have a rich storyline filled with the sort of intrigue and plots that the older lines have in abundance. In fact this setting may have more of that than any other. Here you'll find sentient robots (the Warforged); magically enhanced mass transit; a continent where the restless dead still haunt the land where they lost their lives and protect the long forgotten treasures of a lost civilization; and a world that's rife with political intrigue of the sort that could get out of hand any moment and send the world over the brink and into a new world war.

This setting was created by Keith Baker who is still active in the community. His blog, Keith Baker.com, is filled with lots of great information on the setting and he's often available to answer your questions on the setting.

Greyhawk




This was the home of the Tomb of Horrors, White Plume Mountain, and a dozen other classic modules that set the tone not only for Advanced Dungeons and Dragons (also known as First Edition) but they became the standard that all future adventures would measured against. Greyhawk was created by Gary Gygax and boasts names like Mordenkainen, Tenser, Otiluke, Tasha, Leomund, and Rary; names that live on in every campaign through the spells that bear their name. Their spells, artifacts, and actions have become so iconic that even the Basic Game, which is supposed to take place in Forgotten Realms setting as a default, only has one spell with a name attached: Mordenkainen's Sword (pg. 98). Yet spells and artifacts only get you so far in a world that has setting crossing villains like the Arch-lich Vecna and the globe conquering Iuz the Old.

While Greyhawk has sadly been neglected for the last seven years by Wizards of the Coast it has not been by its legion of supporters. You can read about Greyhawk through the Oerth Journal (which is an amazing read practically every issue); through blogs like the Canonfire Crier, Greyhawkery, Greyhawk Grognard, and the Dyvers Campaign; and through the fantastic home of Greyhawk online: Canonfire.

The Forgotten Realms



This is the official setting, at least for the foreseeable future, of Dungeons and Dragons Fifth Edition and you'll find out more about in the upcoming Player's Handbook and through its Campaign Source Book that's yet to be announced. Until then I suggest reading Ed Greenwood's fascinating Forging the Realms series.

Now that we've talked briefly about each of these settings you may find yourself wondering if creating your own game world would even be worth the effort. That's a question that only you will be able to answer. I will tell you, though, that one of the most rewarding aspects of being a Dungeon Master is world building.

Game Dice

This hobby is filled with strange dice that no one else in the world cares to use, and that's fine by us. Now you might be looking at those dice in the book and wondering where you're going to find them. The answer really isn't as difficult today as it was even ten years ago as you need simply go to one of the manufacturer's websites.

Manzanita Burl d20s from Artisan Dice

If money is no object for you then I highly suggest the dice made by Artisan Dice. You can customize them for your personal needs; and as a side note, there aren't many that will rival them for sheer beauty. The sets start around $30 for a full set of polyhedrals but I have my eyes on a custom set of apple wood polyhedrals (that's a $100 discussion for another day though).

Crystal Caste Oblivion dice

Crystal Dice produces some really neat shaped dice that are supposed to function just as well as the more traditionally shaped polyhedrals, though they do offer those as well. This line starts at $9.80 but provides lots of options (with an ever increasing price tag) to create your own personal set that will rarely be duplicated.

Beige-black Dwarven dice set from Q-Workshop


Q-Workshop is another manufacturer that produces some outstanding looking dice. Though I find that the patterns on these dice tend to make them difficult to read I've had players that will use nothing but these bad boys. They're more expensive than Crystal Dice (the beautiful set above starts at $17.00 + $6.50 shipping) but they offer a wide range of styles which makes them a good place to start looking for your own dice needs.

Chessix Gemini Black-Blue / Gold Polyhedral Set

Chessix is by and large the most common and easiest to find brand of dice on the market today. They offer a wide variety of dice for most every game you'll encounter and start around $6.99 a set. This is personally my favorite dice manufacturer and I own more sets from this company than any other.

What's All This About the d20?

There are three types of tasks that call for dice rolls to determine success: Ability Checks, Saving Throws, and Attack Rolls. We'll deal with each of these types of rolls more in depth later in the series but for now it's enough to understand when these rolls will be brought to bear. The Ability Check will be called for whenever your character attempts to do a task that goes beyond what a normal person could reasonably do without much effort (for example, you wouldn't be asked to roll for climbing a ladder, but you would for climbing a rock face without many discernible handholds). Saving Throws are rolled when your character is attempting to avoid certain types of damage, like when a wizard casts Fireball (pg. 90). Attack Rolls are done when you want to harm another creature with an offensive ability such as swinging your sword or casting certain magical spells. In all the cases mentioned above your goal is to beat the Difficulty Class (DC) of the task at hand. The DC will be determined by the Dungeon Master and will reflect the difficulty of the task being attempted.

When you attempt to complete a task you will have modifiers to your roll. These modifiers can come from a range of sources; such as, being proficient in a task (which we'll discuss in Part 3 (pgs. 6 - 9): Building a Character) or having an Ability Score that provides a bonus. Once you've been playing for a while it will be easy to determine which ones apply and how to combine certain situations to provide yourself with the best chance at success. For now though you just need to be aware that such things exist so that when we come to them later you'll be able to understand them. 

Advantage & Disadvantage

By and far this is the most elegant and beautiful mechanic to be introduced with this edition. What this mechanic does is simplicity defined. In previous editions when you wanted to attempt a task you would have a slew of modifiers that would come to bare. At times you would have ten or more modifiers applied to a roll that would drastically affect your chances for success and as you leveled these would continue to increase. This, in turn, lead to a sort of arms race with the Dungeon Master constantly increasing the DC of tasks to keep the game challenging. 

This mechanic eliminates a lot of difficulty by providing the Dungeon Master with a quick and easy way to provide you with either a positive or negative bonus to your rolls - without making you break out a calculator and hoping that you don't miss one of your modifiers. If you're in a situation where you hold an advantageous position, such as holding the high ground in combat, then the Dungeon Master will tell you that you're Advantaged. You then roll 2d20s, take the highest roll, and then add your modifiers to that result. If you're the one attacking from the low ground then your Dungeon Master will tell you that you're Disadvantaged. You then roll 2d20s, take the lowest roll, and then add your modifiers to that result.

This is an incredibly easy mechanic to use and after you've gone through a few tasks where it comes to play you'll soon find it speeding up the game at a tremendous rate (especially when compared to previous editions).

Adventures



This game isn't designed to simulate working in a bar day after day and trying to earn a living (though you can certainly do that if you want); instead it's about going out into the world and living a life fraught with danger. You're an explorer in a world where there is no GPS and the maps are filled with blank spaces. You'll plunder long forgotten tombs, explore underground labyrinths where vile monsters lurk, just waiting to pick your bones clean. You'll talk to royalty and battle gangsters, evil cultists looking to bring their dark gods back to the world, and all manner of evil. 

Why?

Because this is a game about being the hero of your own story. Your struggles, triumphs, and tragedies matter here because you matter. Welcome to hobby; you're in for a lifetime of fun!

Basic Dungeons & Dragons 5e v0.1
Part 2 (2 - 5): Worlds of Adventure
Part 3 (6 - 9): Building a Character the Easy Way

Friday, July 18, 2014

Basic Dungeons and Dragons 5e v0.1, Part 1 (pgs. Cover - 2): Learning About Role-Playing Games.


D&D Basic Cover by "Jester" David (source)

With the publication of each new edition of Dungeons and Dragons it has typically been done at the expense of the previous editions. Advanced Dungeons and Dragons had to come about because Original was too sloppy and unfocused. Second Edition had to come about because Advanced was too difficult to read and was filled with lots of rules no one ever used. Third Edition was required because Second was too simple and didn't provide the modern consumer with the sort of options that they demanded. Fourth Edition had to come about because Third made quadratic wizards and linear fighters (whatever that noise means) and had these incredibly archaic holdover rules that no one really wanted anyway!

This edition is different though. Unlike every previous version of Dungeons and Dragons that has ever been produced this edition is proud of where this hobby came from and makes an effort to show both old and new players that they should be too. This pride begins on the title page where this beautiful disclaimer appears and is re-emphasized throughout the later document:
Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?” (Mearls, pg. 1)
This disclaimer isn't just a string of silly events that only hold meaning to older gamers; it's a beautiful statement on the shared nature of this hobby. Everyone who has ever picked up a pair of dice and played the game has made the glorious mistake of splitting the party. It almost always ends in death or misfortune but some of the best memories you will have from playing this game will come when you've made that mistake. It's a universal move that has been described in countless blog posts, gaming backroom stories, and even in song.


The green devil face is one of those iconic moments from the Tomb of Horrors that continues to be one of those memorable moments that stays with you for years after you've explored the dungeon and is talked about even today by players who have made it far enough within that wicked module to know what happens next. It's been celebrated and mourned since it first appeared at Origins in 1975.

Green Devil Mouth by Erol Otus


The invitation for dinner came from the module B2 Keep on the Borderland. In this iconic adventure the players enter a bugbear lair and find a scene that courts both disaster and player ingenuity:
". . . The group of bugbears is not numerous, but what it lacks in numbers, it makes up for in strength and cunning. There are signs beside the entrance cave in kobold, orcish, goblin, etc. Each says: 'Safety, security and repose for all humanoids who enter - WELCOME! (Come in and report to the first guard on the left for a hot meal and bed assignment.)' . . .” (Gygax, pg. 19)
Storming the Hall of the Hill Giant Steading is a reference to another classic module, G1 Steading of the Hill Giant Chief (which is the first part in the larger Against the Giants module that's available for purchase now). This module was part of the classic G, D, Q series of modules that formed a larger omni-campaign that sent thousands of players across the surface world and down into the depths of Underdark for the first time. And this particular part of the adventure sets a bloody tone for what follows in the series because in this room lurks a fearsome group of monsters that would easily decimate many prepared groups - let alone those fools who rush headlong into danger without care for the consequences of their actions. 

Cartoon by Jason Bradly Thompson (source)

The last two warnings in the disclaimer are actually just sound advice that never gets listened to no matter how many times it happens. So let me provide those new players with some solid advice: do not anger dragons, for you are tender and taste delicious with ketchup; and whenever you hear the Dungeon Master say, "Are you sure," the correct answer is "Hold up, let me think about that," as bad things are about to head your way (which is when I usually go ahead because it's more fun).

If these nods towards the past were all that existed within the Basic Game then it would be nothing more than window dressing and should be forgotten entirely. Luckily, as will be discussed later there are far more examples of Wizards showing off how much we have to be proud of in the past of this hobby and how much we have to look forward to as well.

Introducing the Role-Playing Game

The next four pages of the Basic Game are designed to introduce new players to the idea of playing a role-playing game and if you've never been involved in one before than this section will be incredibly valuable to you. Yet I will caution you that the example of play that appears in this section is incredibly brief and won't give you all the answers in how to play. That was intentionally done by the Wizards of the Coast design team.

Why?

Most examples of how to play either present the game in a manner that doesn't reflect how it's actually played or it establishes a standard of play that may not be actually possible when you're sitting down with your friends to play the game. Luckily there are some great examples of how to play the game - with actual players and Dungeon Masters - available today that you can find on YouTube, RPGMP3.com, and through countless other podcasts.

Perhaps the most popular series that showcases how to play Dungeons and Dragons is the Penny Arcade Dungeons and Dragons Games. While they are playing the Fourth Edition version of the game the basics are still there: the player creativity and complete rejection of the Dungeon Master's desired goals; the humor; and most importantly the fun. The video below has the entire series from the very first all audio games to the most recent episode with Morgan Webb at PAX this year (see D&D Live Game at PAX East: Guest Player Revealed for more).




Basic Dungeons & Dragons 5e v0.1
Part 1 (pgs. Cover - 2): Learning About Role-Playing Games
Part 4 (pg. 10): The Problem with Experience

Works Cited
Gygax, Gary. Keep on the Borderlands. Lake Geneva, WI: TSR, 1981. pg 19. PRINT

Mearls, Mike and Jeremy Crawford. D&D Basic Rules. Renton, WA: Hasbro, 2014. Cover. PDF

Thursday, March 27, 2014

Did David A. Trampier Just Die at the Age of 59? [Updated]

Death Notice Screen Cap 3/27/2014
According to the Southern Illinoisan obituaries a David Trampier died Monday, March 24, 2014 at the age of 59. He was being seen at the Helia Heathcare in Carbondale, IL when he passed.

The age is correct for David A. Trampier, famed Wormy cartoonist and Dungeons and Dragons illustrator, and the location matches his last verified area (see Leaving You Behind, The Mysterious Vanishing Act of David A. Trampier for more). I've reached out to a couple of people who knew him but at this time I have yet to receive confirmation that this is the same man.

Here's hoping it isn't.

Thanks to JustinH for the heads up. 

[Edit -- 3/28/2014] It has been confirmed that David A. Trampier has died. According to sthorne, owner of Castle Perilous Games and Books, David suffered from a stroke several months ago and doctors had detected cancer (no word on what type) shortly before his death. What makes this all the more sad is that after years outside the hobby Trampier had agreed to appear at the Egypt Wars convention less than a month ago. 

Tom Wham!, Trampier's former brother-in-law also believes it was the same Trampier.

[Edit -- 3/28/2014] Lots of people are saying goodbye to Trampier across the web and social media. Let's say goodbye together.

End of an Era by Stefan Poag

End-of-the-week Trampier by Anthony Simeone

Trampier by Jason Zavoda 

RIP Dave Trampier by Joseph Bloch  



Tagged Trampier  by Infravisions

David Trampier, 1954 -2014 by  Christopher Helton

Dave Trampier, Wormy Artist, Passes Away by sthorne 

Trampier Passes by Morrus (EN World) 

Saturday, February 8, 2014

Leaving You Behind, the Mysterious Vanishing Act of David A. Trampier

In the spring of 1988 a strange thing happened, after 132 appearances in Dragon Magazine the comic strip Wormy suddenly stopped. The strip had first appeared in the magazine in September 1977 and had been a regular feature ever since. Understandably, fans of the long running strip were upset.
Dear Dragon:
I am not a regular subscriber to DRAGON Magazine, but I try to read it as much as possible. However, in the past two issues, I have missed “Wormy.” Was there some announcement, or has the strip been cancelled?
                                                                                                    Jon Busky
                                                                                                     Baltimore, MD

We regret to announce that “Wormy” will no longer appear in DRAGON Magazine. We are looking into the possibility of adding another graphic series in the future. (Dragon 136, pg. 3)
Officially that was as far as things went. Wormy was gone, and so too was David A. Trampier, the man many credit with taking the art of Dungeons and Dragons from a novice exploration of the hobby and into the professional realm. For years fans of Trampier’s work expected to find his familiar signature gracing the cover of some new supplement and eagerly awaited the publication of a Wormy collection. Neither materialized; and neither did Trampier which left many of his friends and colleagues bewildered.
“. . . I don't remember how Tramp and I hooked up. I "think" it may have been at GenCon at Parkside. I do know that of the four . . . [artists] you mentioned, Tramp and I were by far the closest friends; it was as though we had always been friends forever. I don't even remember if someone introduced us, if he walked up cold, whatever. It was instant recognition... He spent many an hour with me in my basement playing games. playing miniatures on my sand-table (mostly WWII micro-armor, which we both LOVED, fooling with TITAN, partying together and racing slotless HO racecars for hours on end. My wife really liked Dave and thought he was one of the more "normal" seeming of all my gaming and industry friends. I loved Wormy from the very first time I saw it; giving Dave a place to publish Wormy I rank as one of the finest things I did with the magazine . . . The two pieces of original Tramp art that I have are perhaps my two most treasured keepsakes from that period; one is the Holiday back cover, the other is the only wraparound cover I ever published. I can't begin to tell you of my sadness and dismay for Tramp's present circumstances and apparent state of mind . . .

What happened is one of the more bizarre mysteries in our hobby's past.

After I left TSR, Tramp was the one person I kept in touch with. Like I said, I felt we became great friends.

After I started ADVENTURE GAMING Magazine, he did a couple pieces of art for me, and I did a cover story article on TITAN that he added and published some advanced rules in. We had a project in work right at the very end, then he simply stopped writing and answering my letters . . .” (Tim Kask, Tim Kask Q&A Thread)
After he cut off all contact with TSR and his friends in the industry rumors began to circulate that Trampier had died and seemed to be confirmed by fellow Dragon cartoonist, Phil Foglio.
. . . [Phil] had noticed when Wormy stopped running, and called Kim Mohan to ask what happened. Kim, then editor, told Phil that payments for the strip were returned unopened. "When an artist's checks are returned uncashed, he is presumed dead," Phil drily stated . . . (Trampier’s Wormy Bootwebbed).
Even with clear indicators that David Trampier had died some persisted in believing that he wasn't dead. Some said he was living in his car, while others said he went off the grid, and still others claimed he had been institutionalized. The rumors continued unabated for years as what happened to Trampier remained a mystery.

For fourteen years the mystery remained tantalizingly unsolved with little to nothing to go on. Then an article appeared in the spring of 2002, Coffee, cigarettes and speed bumps: A night with a Carbondale cabby by Arin Thompson, that brought hope for those who still looked for the elusive artists. The article featured a picture of the cab driver and, by all accounts, it seemed to be David A. Trampier. 

David A. Trampier, making that Taxi look good.
A search for the elusive artist had been reignited and several sources began to offer hope that this might have been the same man, or at the very least, that Trampier was still alive. In 2003 Wizards of the Coast was able to confirm that David Trampier was alive and well (Dungeons and Dragons FAQ, Whatever happened to SnarfQuest, What's New?, Wormy, and Yamara?), though they did not confirm that the man in the picture was Trampier. That following year Tom Wham, Trampier’s brother in law, confirmed that Trampier was still alive and living in Illinois (Tom Wham’s Gangster Game).

Evidence was mounting and some intrepid fans attempted to contact the cab driver and discern if he was the same man. Yet for all their persistence precious little made its way out onto the net. Until a Paizo forum member, Baj, came forward and claimed to have actually made contact.
". . . I managed to track Trampier down and got in contact with him. At the time I was collecting original fantasy art and I really wanted to buy some original Wormy pages from him. The good news is that he wasn't selling any because he still is attached to them and still has the dream of publishing them all someday . . .

Trampier confirmed to me that he had had a falling out with Mohan and company at TSR, and was surprised to learn the company had been purchased by Wizards of the Coast. He was entirely unaware of the interest expressed in his work on the internet, as he didn't have a computer or an internet connection at the time. He was happy to hear that the interest was there . . .

Things sadly went downhill from there. Without getting into it too much, Trampier withdrew, and stopped responding to my letters and inquiries into work that he had previously stated he was willing to sell . . . From my experience I do believe speculation that Trampier has some personal issues is likely true. I also want to stress that Trampier was never anything but polite to me when we did talk . . .” (Where’s Wormy).
While this post by Baj seemed to confirm that the Dave Trampier in the article was the same one as had drawn Wormy, it would not be until Jolly Blackburn confirmed it that we could be sure.
“. . . that article . . . [Coffee, cigarettes and speed bumps: A night with a Carbondale cabby by Arin Thompson] was how I tracked him down several years ago by phone (Jolly would later confirm that he did this in 2003 -- Charlie). Was nice enough but it was clear pursuing the matter (regarding art/Wormy) wasn’t going to be fruitful. When I talked to him he was a bit annoyed anyway. Apparently that newspaper article sparked four or five others in the industry to track him down as well . . .

Last I heard he was no longer driving a cab by the way. But that was a few years ago . . .” (Jolly Blackburn comments on Photos from Frank Mentzer's post in David A. Trampier Fan Club, 2013)
In the end we've been able to confirm that Trampier still lives, but in doing so we're left with so many questions unanswered that may never be answered. Why did he walk away from the industry? Why has he never published a compendium of his work when so many of us clearly want one? Perhaps most importantly, though, why did he cut off contact with so many people who cared so deeply for him? 

Friday, November 29, 2013

A History of Draconic Races in Dungeons and Dragons

On Wednesday, November 27 James Wyatt's latest Wandering Monsters column, Born of Dragons, was released. The article was a good read, but it got me thinking about the history of Draconic races in Dungeons and Dragons and I'd like to work through that today using James' article as a framework for my own.

The First Draconic Race

The Krolli from Dragon Magazine #36
The first draconic-ish race that I've been able to identify is the Krolli from Dragon Magazine #36. While it is not explicitly stated that the Krolli are descended from Dragons it is clear from the beautiful Todd Lockwood illustration that there is a common ancestor out there - or at the very least this illustration was a forerunner of the Draconians who would premier in March of 1984, four years later. Now I should note that in actuality the Krolli does not have a clear connection to the Dragons. Instead they have a reptilian ancestry that puts them closer in line with Troglodytes and Lizardmen than does it with the draconic races. But when you look at the illustration and read the description of the race it makes more sense to set them with the draconic races then with their fellow reptilians. 

If, however, you prefer to remain close to the text and not manipulate it for your own ends, which both James Wyatt and I have done than from what I've been able to tell, the first published draconic race was the Bozak and Baaz Draconian sub-races in module DL1: Dragons of Despair which was published in March of 1984, eight months before the first novel was released in November of that same year. It's interesting reading that first Dragonlance module because there are a lot of assumptions about the sort of Dungeon Masters that would be attracted to a new campaign setting. New monsters are just stated as existing without any sort of descriptive text in the actual module until you get to Appendix 3: Monsters and Men on page 30. Which is just so damned odd for a major player in the series to be relegated to the appendix before we actually know what they look like.

Sign of the times I suppose.

Over the course of the next two years fourteen Dragonlance modules would be produced introducing the remaining Draconians to the world and launching a franchise with a rabid fan base that Wizards of the Coast has mostly ignored throughout their ownership of Dungeons and Dragons. Although that appears to be changing as there are reports that Wizards of the Coast has been talking to some of the original creators of their early settings in connection with 5th edition (see Older Editions Coming Back? from EN World).

As an aside, it has always bothered me that Wizards of the Coast has focused their attention on the Forgotten Realms to the exclusion of other settings - and that includes Eberron. I understand that the Forgotten Realms has a rabid fan base who go out of their way to bore you with their imaginary histories of a world that never existed, and that Ed Greenwood is a pretty good guy, but Dragonlance fans are just as committed to the setting and they buy an ungodly amount of materials to support their fanaticism. Why not encourage them by producing top of the line products in house instead of farming it out? Why aren't we seeing the Known World again and pulling the amazing Bruce Heard back into the fold for a setting that has humor and a long standing fan base used to it as the default?

The Second Draconic Race

The Dray
The next expansion of the Draconic races would come with the introduction of the Dray in 1994 with the publication of the City by the Silt Sea Boxed Set for the Dark Sun setting. Unlike the Draconians from Dragonlance these creatures were not corrupted dragons who became humanoid, instead they were humans who were corrupted into a dragon-like form. As with their predecessor, Dray are a form of shock trooper destined to fight in a great conflict; they are also rather weak, all things considered.

This weakness is a constant problem for these two early Draconic races as each is an alternative to the orc. They're ubiquitous in the settings and areas where they come into play and just like orcs they're incredibly easy to kill under most circumstances.

A New Breed of Draconic Races

 
Half-dragon on the left and Half-fiend on the right from the MM pg. 147
With the publication of Third Edition we had three types of officially playable draconic races: the half-dragon, the dragonborn, and the spellscales. The half-dragons (see Monster Manual I, pg. 146) came with a +3 level adjustment and were one step away from useless. Their abilities were not all that impressive and for what you were giving up to play one there were a hundred better options out there in the game that provided you with better flavor and mechanical benefits.

The dragonborn and spellscales would be introduced six years later in 2006. Each of these races represented a step in the right direction towards a player friendly race that could be implemented into the game from the get go without the sort of hand wringing that occurred with the half-dragon, but neither had the sort of flair that demanded their implementation into the game.

The Dragonborn Come Into Their Own


With the advent of Fourth Edition Wizards of the Coast finally got it right in many respects. The Dragonborn that premiered in the first Player's Handbook were usable, balanced, and quite frankly a lot of fun. Yet in making them so accessible to the players they lost a lot of what made the early draconic races so iconic and engaging.

The early races had an attitude that demanded respect.

Yes, they could be dopey at times, but by and large they were a menacing race of stormtroopers looking to grind the world beneath their clawed boots. The draconians were the Nazis of the Dragonlance setting conquering the world with lighting strikes and leaving behind them a world vastly changed by their passing. The dray were the servants of an undead Dragonking getting ready to fight in a Dark Sun Armageddon.

It's a shame that we've let them fall so far.

The New Generation
. . . A dragon requires the blessing of Bahamut or Tiamat to give birth to true dragons. If a dragon has a clutch of eggs that hasn't received the proper blessing, the hatchlings are not true dragons, but dragonborn. A dragonborn is a Medium humanoid with a scaly hide, clawed hands and feet, and draconic features (albeit no tail or wings). Its features resemble its draconic parents'. A dragonborn with red dragon parents, for example, has red scales and the distinctive horns and cheek frills of a red dragon . . . In some worlds, dragonborn are a race unto themselves, having interbred for so long that they have taken on a more uniform appearance, with scales of reddish-brown or gold . . . (Born of Dragons)
This latest iteration of the draconic races is as bland as cheese on toast. They have none of the power of the Draconians or the Dray and make Fourth Edition's version of the dragonborn one step away from John McClane.

It's a shame that we have been reduced to this ignominious end with the draconic races. Where once we found ourselves tense and on the edge our seats when we saw some new draconic race come into the game we now find ourselves yawning with disappointment. There is no fear attached to their approach, and why should there be?

Closing Comments.

Due to the influx of spam comments on Dyvers I am closing the comments. I'm not currently doing anything with this blog, but I don'...