Justin Alexander (The Alexandrian) has been doing a let’s read of the Dragonlance modules on twitter recently, and I seem to get caught up in quixotic projects, so I’ve been reading them also and trying to figure out how I would try to salvage them to make an actually cool campaign out of them.
I hope it’s not too annoying, but I wanted to kind of think out loud here. I’m also interested in hearing what other people here have to say about the project and issues.
I’m aiming so far to use Dungeon World as a base, with a few modifications basically just to fit it into the world. I think the skeleton of the game would work great; much better for an epic quest campaign than any version of D&D or OSR game that I know of.
The modules are written such that they don’t provide a big picture of the campaign for the GM, which is really annoying if you’re trying to tear the rails up. I’m only partway through the fourth module, so I’m not ready to address the campaign fronts or setup that much yet. But there are some basic world assumptions that I have ideas about.
First, alignment. I can’t get behind the war between good and evil. Sure, the draconians stand in for fascists and genocidal invaders, but I think I can come up with a better way of handling that than labeling them “Alignment: Evil”, and mucking with the basic alignments can open up other opportunities as well.
Alignment serves a purpose in both the Dungeon World system and in the cosmology of the Dragonlance campaign (a different purpose in each), so I don’t want to just remove it. In the system, alignment moves function as flags for players to say “this is an important part of my character’s characterization” and they can earn a little XP by emphasizing it. In the campaign, there’s some kind of cosmic war going on that I don’t understand yet between the dragons and the gods.
My idea for resolving the alignment problem is to replace the (lawful, neutral, evil, etc.) alignments with:
- Neutral: unconcerned with the cosmic war; motivated by personal and/or community concerns
- Questing: aware that there is something wrong with the world and trying to fix it; motivated by community and larger concerns
- Gods: has communed with the divine and taken their side in the cosmic war
- Dragons: aligned with the dragons in the cosmic war; working to lay the world to waste
Each of these alignments is then a category for alignment moves, just like the five standard alignments in Dungeon World. Individual characters would have their own alignment move based on their alignment and class. So a Questing Fighter might have a move like “Rescue someone from the horrors of this war”, while a Gods-aligned Thief might have like “Expose an agent of the dragonarmies”.
The campaign setup is “You’ve spent the last five years ostensibly searching for evidence that the gods have not truly died or abandoned the world”, so PCs would be strongly encouraged to start with Questing alignment.