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What do you get when you combine Dragonlance and Ravenloft (aside from a giddy Loremaster James)? Homebrew Corner: Ravenloft Gazetteer - Sithicus DnD Lorecast Discord | DnD Lorecast t-shirts, stickers and more! Order Lore TA Shaun's Alien novel, PERFECT ORGANISMS, out now! Order Lore TA Shaun's Solomon Kane novel, SUFFER THE WITCH, out now! Links: Lore TA Shaun's second novel, The Dissonance, is out NOW Pantheon/PRH! Buy it ANYWHERE books are sold! And pick up Shaun's Conan the Barbarian ebook short story, also available now! The 616 Files - Shaun and Sergio's OTHER nerdy podcast! A deep dive into the 616 Marvel Universe, comic by comic, year by year Fandom University - And yet ANOTHER nerdy podcast! Multi-episodes arcs deep-diving into various nerdy topics *SEASON 1 NOW COMPLETE* Check out all the socials at dndlorecast.com And send us a note! Email us at dndlorecast@gmail.com ROBOTSRADIO.net - Smart Shows for Interesting People. Explore all the awesome shows on the network. Robots Radio Network Discord: discord.gg/JXKfVhM "Crusade - Heavy Industry" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/ Learn more about your ad choices. Visit megaphone.fm/adchoices
What do you get when you combine Dragonlance and Ravenloft (aside from a giddy Loremaster James)? Homebrew Corner: Ravenloft Gazetteer - Sithicus DnD Lorecast Discord | DnD Lorecast t-shirts, stickers and more! Order Lore TA Shaun's Alien novel, PERFECT ORGANISMS, out now! Order Lore TA Shaun's Solomon Kane novel, SUFFER THE WITCH, out now! Links: Lore TA Shaun's second novel, The Dissonance, is out NOW Pantheon/PRH! Buy it ANYWHERE books are sold! And pick up Shaun's Conan the Barbarian ebook short story, also available now! The 616 Files - Shaun and Sergio's OTHER nerdy podcast! A deep dive into the 616 Marvel Universe, comic by comic, year by year Fandom University - And yet ANOTHER nerdy podcast! Multi-episodes arcs deep-diving into various nerdy topics *SEASON 1 NOW COMPLETE* Check out all the socials at dndlorecast.com And send us a note! Email us at dndlorecast@gmail.com ROBOTSRADIO.net - Smart Shows for Interesting People. Explore all the awesome shows on the network. Robots Radio Network Discord: discord.gg/JXKfVhM "Crusade - Heavy Industry" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/ Learn more about your ad choices. Visit megaphone.fm/adchoices
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
This week we're bringing you a conversation Michael Tamblyn had in 2021 with Natalie Zina Walschots about her extremely fun novel called Hench. It's about a world where superheroes are out there saving the day in super ways, while villains, who are a lot like you and me, run organizations bent on taking over the world while also trying to keep scores up on Glassdoor. Natalie's just released a sequel to Hench, and it's called Villain. [From 2021:] We learned about some of the fantastical worlds Natalie enjoyed exploring as a young reader "often for sheer escapism," as well as the writers she drew inspiration from while starting out as a writer herself, and as a lifelong student of supervillainy: Robert O'Brien's Mrs. Frisby and the Rats of NIMH and Z for Zachariah High fantasy including J. R. R. Tolkien, but also Shannara, Dragonlance, and "anything with a wizard holding an orb on the cover" or "a skeleton holding a sword" Christian Bök, Karen Solie, bp Nichol, and other writers "doing super weird things with language and the structural materiality of language..." Soon I Will Be Invincible "was the first book I read from the perspective of a supervillain." "Paradise Lost is really important to me ... the relationship between Satan the adversary to the world informs the way I write villains." Neil Gaiman's Sandman, where "a character who's a villain in one context becomes the protagonist in another." Vicious by V E Schwab Erin Morgenstern's The Night Circus and various writings of Catherynne M. Valente for their "messed up fairy tale feel."
This week we're bringing you a conversation Michael Tamblyn had in 2021 with Natalie Zina Walschots about her extremely fun novel called Hench. It's about a world where superheroes are out there saving the day in super ways, while villains, who are a lot like you and me, run organizations bent on taking over the world while also trying to keep scores up on Glassdoor. Natalie's just released a sequel to Hench, and it's called Villain. [From 2021:] We learned about some of the fantastical worlds Natalie enjoyed exploring as a young reader "often for sheer escapism," as well as the writers she drew inspiration from while starting out as a writer herself, and as a lifelong student of supervillainy: Robert O'Brien's Mrs. Frisby and the Rats of NIMH and Z for Zachariah High fantasy including J. R. R. Tolkien, but also Shannara, Dragonlance, and "anything with a wizard holding an orb on the cover" or "a skeleton holding a sword" Christian Bök, Karen Solie, bp Nichol, and other writers "doing super weird things with language and the structural materiality of language..." Soon I Will Be Invincible "was the first book I read from the perspective of a supervillain." "Paradise Lost is really important to me ... the relationship between Satan the adversary to the world informs the way I write villains." Neil Gaiman's Sandman, where "a character who's a villain in one context becomes the protagonist in another." Vicious by V E Schwab Erin Morgenstern's The Night Circus and various writings of Catherynne M. Valente for their "messed up fairy tale feel."
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
The bridge checkpoint and occupied mansion are crawling with soldiers, but the party has a powerful, if unpredictable ally on their side.Welcome to Patron DnD, where Platinum-level patrons and I get together to play Dungeons & Dragons via Discord and Roll20. Dragonlance: Shadow of the Dragon Queen is published by Wizards of the Coast, and set in the world of Krynn. We are using the updated 2024 5e rules.Recap at RogueWatson.comStarring:Cere, level 9 dwarf Cleric Domain of LightDarryl, level 9 human Berserker BarbarianKazra, level 9 human Champion Fighter/PaladinPy, level 9 gnome Hunter Rangerand special guest.... Chris!Shop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games: https://www.nobleknight.com?awid=1553Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlLicensed under Creative Commons: By Attribution 4.0https://creativecommons.org/licenses/by/4.0/Character art by DemnixChat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
If you fell in love with fantasy literature back in the 1980s or 1990s… and then disappeared into adulthood for a few decades… this episode is your survival guide for returning to fantasy in 2026.Because things have CHANGED.In this fun and humorous Fantasy for the Ages episode, Jim walks returning fantasy readers through the modern fantasy landscape:⚔️ Grimdark⚔️ Cozy Fantasy⚔️ Romantasy⚔️ LitRPG⚔️ Progression Fantasy⚔️ BookTok⚔️ Self-publishing revolutions⚔️ Modern fandom culture⚔️ “Canceled” fantasy authors⚔️ And yes… A Song of Ice and Fire STILL isn't finished.Along the way, we discuss the biggest fantasy authors who rose to prominence while you were away, the major themes that dominate fantasy today, what older readers may miss about classic fantasy, and which modern authors still capture that old-school epic fantasy spirit.Whether you grew up on Tolkien, Brooks, Feist, Eddings, Dragonlance, or early Wheel of Time, this episode is designed as a public service announcement for the retired fantasy reader finally returning to the genre they once loved.Welcome back to fantasy. It got weird while you were gone.
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
Livestreaming as always Friday at 2pm UK time (9am Eastern)! In this week's show we look at the contents of Ravenloft: The Horrors Within, new third-party publishing coordinator at WotC, Paizo's new rules-lite horror RPG, Daggerheart Hope & Fear cover art and release date, and DCC (not that DCC, the other DCC) breaking crowdfunder records. Note that from May we will be moving the livestream to Mondays at 8pm UK time (3pm Eastern), starting on May 4th! Ravenloft: The Horrors Within preorder page lists the book's contents Innsmouth added as new Ravenloft Domain of Dread, bringing Lovecraft to D&D Wizards of the Coast hiring TRPG Publishing Lead to coordinate third-party publishing If you needed random collectible Dragonlance-themed dice, today's your lucky day! Wizards of the Coast launches official Dungeons & Dragons Actual Play show Paizo announces 13 Omens, a new horror RPG Dead Malls by Darby Harn Daggerheart reveals Hope & Fear cover artwork & release date Dungeon Crawler Carl is breaking crowdfunder records
DragonLance is BACK! Season Two begins NOW! Atomic Peanut|Butter Group brings you DragonLance: Legends. DM Atom runs Gaz, Mike, Sedg, Chuck, John, and Maria through a 5e conversion of the classic novels by Margaret Weiss and Tracy Hickmann. The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter
DragonLance is BACK! Season Two begins NOW! Atomic Peanut|Butter Group brings you DragonLance: Legends. DM Atom runs Gaz, Mike, Sedg, Chuck, John, and Maria through a 5e conversion of the classic novels by Margaret Weiss and Tracy Hickmann. The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter
DragonLance is BACK! Season Two begins NOW! Atomic Peanut|Butter Group brings you DragonLance: Legends. DM Atom runs Gaz, Mike, Sedg, Chuck, John, and Maria through a 5e conversion of the classic novels by Margaret Weiss and Tracy Hickmann. The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter
Art & Arcana? Pffft, go back to the source! This week on the Vintage RPG Podcast, we pull the TSR art books off the shelf. That's The Art of Dragon Magazine, The Art of the Dungeons & Dragons Fantasy Game, The Art of Dragonlance and The Art of the Advanced Dungeons & Dragons Fantasy Game. That's a lot of art! And one more to come! * * * Instagram? Old news. Join the Vintage RPG Newsletter! That's where all the cool kids are now! Stu's book, Monsters, Aliens, and Holes in the Ground is for sale now! Buy it! Patreon? Discord? Cool RPG things to buy? All the Vintage RPG links you need are right here in one place! Like, Rate, Subscribe and Review the Vintage RPG Podcast! Edited by the one and only R. Alex Murray. Send questions, comments or corrections to info@vintagerpg.com. Available on iTunes, Google Podcasts, iHeartRadio, Spotify, YouTube and your favorite podcast clients. The Vintage RPG illustration is by Shafer Brown. Follow him on Twitter. Tune in next week for the next episode. Until then, may the dice always roll in your favor!
DragonLance is BACK! Season Two begins NOW! Atomic Peanut|Butter Group brings you DragonLance: Legends. DM Atom runs Gaz, Mike, Sedg, Chuck, John, and Maria through a 5e conversion of the classic novels by Margaret Weiss and Tracy Hickmann. The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter
Livestreaming as always Friday at 2pm UK time (9am Eastern)! In this week's show we'll take a look Jeff Easley's cover art for the new Greyhawk book, play with D&D Beyond's character 'quickbuilder' and reveal news of new Dragonlance novels from Weis & Hickman! Note that from May we will be moving the livestream to Mondays at 8pm UK time (2pm Eastern), starting on May 4th! Melf's Guide to Greyhawk Cover by Jeff Easley Revealed at Gary Con What the Melf's Guide to Greyhawk Cover Might Look Like Wes Schneider Is the Product Lead for Ravenloft: The Horrors Within D&D Beyond Launches Its Character Quickbuilder 'War Wizard' Is A New Dragonlance Novel From Weis & Hickman Critical Role Gets a Mighty Nein Sequel Novel ShortQuests -- individual adventure modules! A5Evening: Russ Morrissey (aka Morrus) from EN Publishing
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
DragonLance is BACK! Season Two begins NOW! Atomic Peanut|Butter Group brings you DragonLance: Legends! DM Atom runs Gaz, Mike, Sedg, Chuck, John, and Maria through a 5e conversion of the classic novels by Margaret Weiss and Tracy Hickmann. The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter
Hi Guys! Join Erik Tenkar of Tenkar's Tavern, Joe Bloch the Greyahwk Grognard, and myself for our Weekly Collaboration Video! Here's the Review I mentioned:https://youtube.com/live/yuCM8ZcpSrIWe will get together on the first and third Sundays of every month and do a deep dive into an interesting topic that transcends Old School versus New School and edition wars. We hope to bring gamers together by talking about the things that interest everyone who rolls dice for fun.Membership has its benefits! Members now get early access to videos now! Join for as little as 99 cents a month to get to see all the videos as soon as I upload them, often days ahead of everyone else. Click Here to Join the Channel as a Member!https://www.youtube.com/channel/UCABv_juND7JHvVbJCjWjhlw/joinHere's my most viewed video of all time. :)https://youtu.be/bWRPXFJ8Bl8You can now listen to me on Spotify, Apple Podcasts, Locals, and Rumble, as well as YouTube. Links are below!Joe's Links:TikTok: https://www.tiktok.com/@analogmancaveDiscord: https://discord.gg/RHxTCq3mzTAnalog Mancave Facebook Group: https://www.facebook.com/groups/1331036104620724Substack: https://analogmancave.substack.com/Spotify: https://open.spotify.com/show/3NYr1znhg7i0aSQoyUcI6o?si=0c71530927984ea1Apple Podcasts: https://podcasts.apple.com/us/podcast/joethelawyers-analog-mancave/id1441356270Facebook: https://www.facebook.com/profile.php?id=100077311317522 Rumble: https://rumble.com/user/joethelawyerTwitter: https://twitter.com/analogmancave Twitch: https://www.twitch.tv/joethelawyerLocals: https://joethelawyersanalogmancave.locals.comEmail: analogmancave@gmail.com Instagram: https://www.instagram.com/analogmancave MeWe: www.mewe.com/i/joed15 Webpage: www.analogmancave.com
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
One of the easiest ways to make your campaign and your setting feel real, immersive, and unique is by taking away the certitude that magic is always going to act the same way. This mysterious, world-altering energy should not ever be completely understood by your characters, as the discovery of it is a big part of the fun.In this episode, Tony, Chris, and Dave sit down to respond to a listener question about their homebrewed idea of making magic work differently in different areas of their world. They ask how we might approach it in our ever-growing, crowdsourced Boomtown campaign setting. 1:35 Our listener question from The OMG Father, Wyman!3:15 Simple ways to approach making magic change, altering Difficulty Classes and Damage output.4:15 DM Chris harkens back to the Green Lantern Corps and leans into our use of Components as trackable resources.6:05 How DM Dave altered magic in the world in our recent Dragonlance campaign.8:05 Making the zones of magic random, and DM Chris' concern of specifically targeting arcane casters.10:25 Motivating players to adventure by seeking tech.12:12 Employing more narratively focused elements by having the player and DM work together to create something new.16:45 Leaning into the resource management for spellcasting.21:45 Allowing the tech to be utilized by any character. A Gunslinger with a Staff of Healing? Why not?25:25 Good stories come from the characters having to struggle. Always beating the monsters is fun in a one-shot, but makes for a really boring campaign.26:35 DM Tony asks what the tech looks like in Boomtown?31:10 Charging up mundane tech… the Battery of the planet Oa and bringing in a usable Craft Item skill.35:50 Final Thoughts.
The end is HERE! And is more deadly then you'd expect for an epilouge... Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: https://www.dmsguild.com/product/5313...The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter Join us in late March for DragonLance: Legends!
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
Join us as we begin our Advanced Dungeons & Dragons 2nd Edition actual play of DLS1 New Beginnings with this session one! You can buy DLS1 New Beginnings here: https://www.dmsguild.com/en/product/17372/dls1-new-beginnings-2e?affiliate_id=50797 https://youtube.com/live/UoPXdic2020 Cast of Characters Tobin Lightfingers | Marak Kender, 1st Level Fighter/Thief | Sam Gunch | Western Ring Mountain Abaqua, 1th Level Fighter | Howard Kriptac Semloh | Human, 1st Level Mage | Patrick Reyna Coperiscum | Human, 1st Level Cleric of Mislaxa | Kim Game Setup Last time on New Beginnings: Welcome to the continent of Taladas, where its common thread with Ansalon ended in the Age of Dreams. It suffered just as much as Ansalon when the Cataclysm struck, sundering the continent, sipping it into pieces and at its heart a vast burning sea. But it did not end life on the continent–instead it emboldened the people of Taladas to survive and thrive! Empires are not built by crowns or councils. They are built by those who stand when no one else will. Beyond the marble halls of Kristophan and the sun-drenched villas of Thera, the frontier of the League of Minotaurs stretches wide and vulnerable. The legions have marched away, drawn to distant borders and greater wars, leaving the province of High Vale exposed to old dangers long thought buried. Now the mountains stir. Goblins raid the roads. Ogres descend from the High Vale Range. Miners vanish. Caravans turn back—or never arrive at all. And at the heart of it stands Boremium, a once-prosperous village at the crossing of the Lenika River and the road from Jalum in the north to the Pathar Frontier to the east, holding fast with little more than stubborn hope. Yet hope has a way of calling to those who listen. Warriors hear of battles waiting to be fought. Wizards whisper of lost magic and forgotten ruins. Thieves smell opportunity where law has thinned. Priests feel the pull of suffering—and the chance to push back the dark. As dusk settles over High Vale, the Empire may be absent… —but heroes are not. And this is where their story begins. You find yourself in a crowded Inn in Boremium, it is dusk in early summer and the warmth of the day is slowly fading with the coming night…. About New Beginnings It is a continent of raw beauty and wondrous magics—of marauding hordes and avenging champions—it is Taladas, the forgotten continent of Krynn first revealed in the best-selling Dragonlance supplement Time of the Dragon. Now, this incredible setting is brought to life and made ready for adventuring with New Beginnings. This essential adventure provides all the information necessary for new players to begin adventuring in the Taladas campaign setting. New Beginnings includes a simple, step-by-step character creation outline which new players can use without the help of a Dungeon Master. Also, it presents essential tips on equipping and playing your new character in the Taladas setting, and sample encounters which allow your to test your characters skills without risking them in actual play. Finally, a complete mini-adventure helps to begin your Taladas campaign by thrusting the player characters right into the action.
The end is HERE! Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: https://www.dmsguild.com/product/5313...The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Running the Game: How to Open a Campaign. https://youtube.com/live/byN5-egbWgc Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 9th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Why do Campaigns Fail Early? Well, most campaigns don't end — they fade out. Early misalignment is the silent killer for campaigns. The first session sets expectations players will carry for months. This episode is about opening strong before dice ever hit the table. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — What “Opening a Campaign” Actually Means It's not just Session One It's the onboarding experience for your table Opening includes: Session Zero tone and genre alignment social contract character relationships A good opening prevents 80% of future problems Segment 2 — Session Zero That Actually Works Purpose of Session Zero: alignment, not rules lectures What to cover: campaign premise and scope playstyle expectations (RP vs combat vs exploration) scheduling and commitment What to avoid: lore dumps rigid restrictions without context Keep it conversational and collaborative Segment 3 — Setting Tone and Genre Early Tone answers: What kind of story is this? Examples: heroic fantasy dark survival political intrigue Show, don't tell: opening imagery first NPCs early consequences Tone inconsistency causes player confusion Segment 4 — Safety Tools Without Awkwardness Why safety tools matter: trust creates freedom Common tools: Lines and Veils X-Card Open Door policy How to present them: briefly calmly without apology Safety is not censorship — it's clarity Segment 5 — Creating Party Bonds That Matter The party must have a reason to exist Avoid: “you all meet in a tavern” with no glue Tools for bonds: shared history mutual debts common enemies Ask players to define connections between characters Segment 6 — Aligning Character Concepts With the Campaign Characters should fit the game, not fight it Help players: refine backstories tie goals into the setting Say “yes, but” instead of “no” Alignment prevents spotlight friction later Segment 7 — Ending Session Zero With Momentum Session Zero shouldn't feel like admin End with: a hook a looming problem a shared question Players should leave excited, not exhausted Segment 8 — The DM101 Mindset Shift You are not pitching a product You are building a social experience A strong opening is about listening as much as talking Collaboration beats control every time Closing Takeaway Opening a campaign is about trust, tone, and buy-in Do this well, and everything that follows is easier Skip it, and you'll be fixing problems for months Outro And that's it for this episode of Dungeon Mastering 101, Running the Game: How to Open a Campaign. Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Let's examine the Cha'asii and their ancient, nearly forgotten form of magic on Taladas, Cha'asi magic–It is built on an intuitive understanding of nature. Buy Time of the Dragon: https://www.dmsguild.com/en/product/16960/time-of-the-dragon-2e?affiliate_id=50797 https://youtu.be/oWNltKbtct8 Transcript Cold Open Deep in the jungles of Taladas, there are elves who do not build towers, do not write spellbooks, and do not believe magic is something you create. They believe magic already exists—hidden in stone, leaf, bone, and living wood… waiting to be revealed. And if you go looking for the ancient halls they protect, the jungle itself may rise against you. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the incredible cultures and forms of magic on the continent of Taladas, the Cha'asi Mages. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Time of the Dragon boxed set for this information. If I leave anything out or misspeak, please leave a comment below. Discussion Today, we cross the sea to the distant continent of Taladas, as described in the Time of the Dragon boxed set, and journey into the steaming jungles of Neron. This is the story of the Cha'asii—the Wild Elves of Taladas—and their strange, beautiful, and nearly forgotten tradition of nature magic. Of all the peoples of Taladas, none are more secluded—or more misunderstood—than the Cha'asii, the Wild Elves of Neron. Though they share a name with the Kagonesti of Ansalon, the comparison ends quickly. Where the Kagonesti are seen as rough and untamed, the Cha'asii make them seem almost civilized by contrast. The Cha'asii are a small, slender people, rarely reaching five feet in height. Their skin reflects the jungle itself, ranging from deep wood-browns to yellow-green hues, while their hair runs from dark brown to green-black. Their eyes are a deep forest green, giving them an uncanny ability to blend into the foliage around them. They wear little clothing—woven leaves, grasses, palm fronds—shaped by necessity rather than modesty. Decorations, however, are another matter. Feathers, shells, carved bone, bright ribbons, and trinkets are worn proudly. Metal items, especially steel tools, are treasured—not as symbols of wealth, but as useful objects in a land where workable ore is rare. To outsiders, the Cha'asii appear primitive. To survive among them is to quickly learn that this judgment could be fatal. The jungles of Neron shape every aspect of Cha'asii life, especially warfare. Long swords and heavy bows are impractical in thick undergrowth. Instead, the Cha'asii favor throwing spears, thrusting weapons, javelins, and blowguns, many crafted from the dense wood of the irontree. Blowgun darts are carved from the barbed thorns of the inya vine. Bombs made from fermented fruit gas are used to overwhelm enemies with unbearable stench. Hornets' nests are collected at night and unleashed to scatter foes. Vines are woven into traps and concealed caltrops. Though the Cha'asii reject poisons as taboo, they have no issue using sleeping juices, sickness smoke, and herbal compounds to disable enemies. Survival—not cruelty—is the goal. The Cha'asii possess a deep mastery of jungle herbalism. They prepare salves that speed healing, poultices that draw out poisons, powders that ease pain, potions that bring sleep or forgetfulness. These arts are not seen as separate from magic—they are simply another expression of nature's power. This knowledge is common among the people, but among the Cha'asii, it is the mages who take this philosophy to its greatest height. Cha'asii mages practice a form of magic that, according to every known magical theory, should not work. They do not divide magic into schools like abjuration, evocation, or illusion. Instead, they see all magic as coming from one of two sources: natural or unnatural. To them, the difference between spells is not theory—it is intent and origin. Anything tied to nature, growth, weather, animals, stone, or elemental forces is natural. Magic that creates mechanical, artificial, or imposed effects is unnatural—and often associated with the hated yaggol. Because of this worldview, Cha'asii mages specialize almost entirely in spells that shape the natural world: fog, wind, fire, growth, transformation, and elemental change. Their spell lists are broad in power but narrow in philosophy. Entire categories of traditional wizard spells are forbidden to them—not because they cannot be learned, but because they should not be. The Cha'asii do not care that their magic defies accepted arcane theory. They never studied the theory in the first place. To the Cha'asii, everything contains magic. A stone does not become magical when power is placed into it. It becomes magical when its hidden nature is revealed. Magical item creation among the Cha'asii is an art of discovery, not invention. Wizards seek objects in their most natural state: unshaped stones, lightning-struck branches, naturally curved shells, beautifully veined pebbles. The more aesthetically perfect an item is in its natural form, the more powerful the magic it may contain. A wizard does not decide what power an item will have. He can only draw out what was already there. Sometimes the result is useful. Sometimes it is strange. Sometimes it is dangerous. Around Cha'asii villages, the forest itself is alive with enchantment—vines, stones, trees, and flowers quietly humming with awakened power. Among their people, it is said that great wizards are not born knowing spells—but born able to see magic with their eyes. The Cha'asii live in small, scattered family groups deep within the jungle valleys. They hunt, tend small gardens, carve wood, and spend long hours resting in the heat. Their homes are simple huts built on the ground or in the branches of trees near rivers and streams. Life is communal. Males and females are equals, and women are just as likely to be warriors or hunters—often fiercer than their male counterparts. They ask little from life. But what they protect, they guard absolutely. Hidden beneath the jungle canopy are ancient ruins—massive halls of strange, stone-like wood that has survived time, rot, and even the Cataclysm itself. The Cha'asii claim ignorance of these places. Their eyes say otherwise. Their secret songs tell a different story: of an ancient elven empire, older than any known civilization, older even than recorded history. These halls once belonged to the ancestors of the Cha'asii, who either abandoned them—or were charged with guarding them until their return. Whether duty or self-imposed reverence, the Cha'asii accept this role completely. Those who seek treasure in these ruins often find it. Most never return. The greatest threat to the Cha'asii are the yaggol—a savage, degenerate race of mind flayers that dwell underground and in the darkest reaches of the jungle. The yaggol do not simply hunt. They terrorize. Bodies are staked to trees. Victims are tortured for days. Screams are allowed to carry back to villages as deliberate cruelty. Their war against the Cha'asii has lasted centuries. Because of this, the Cha'asii are a hostile people. Strangers are watched for years before being approached—if ever. Trust is earned slowly, if at all. Those who force themselves into Cha'asii lands are met with swift death. Yet there are exceptions. Those who save a Cha'asii life—or fight against the yaggol—earn something rare: respect. The Cha'asii of Neron are not primitive relics of a fallen age. They are a people who chose harmony over empire, intuition over theory, and guardianship over conquest. In the jungles of Taladas, magic is not written, studied, or controlled—it is listened to, revealed, and respected. Outro But that is all the time I have to talk about the Cha'asii and Cha'asi Magic of Taladas. What do you think of this view and practice of magic? Have you ever explored the various cultures on Taladas? And finally should we have more Taladas content developed? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: It will be a party such as the world of Krynn has not seen since before the Cataclysm!
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. https://youtube.com/live/VMlJZOgxrWQ Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Deepkolt the 4th, and my name is Adam. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 Nostalgia vs. Reinvention in Dragonlance “What makes Dragonlance Dragonlance? Is it the stories we remember… or the ones we haven't told yet?” fans discovered Dragonlance decades ago Contrast that with new players encountering Krynn for the first time Tease the tension: preserving a legacy vs. keeping a world alive “Tonight, we're talking nostalgia versus reinvention—and whether Krynn can survive without one or the other.” Quick reminder: this is a discussion, not a verdict Invite chat to take sides early: “Type Nostalgia or Reinvention in chat—we'll revisit this at the end.” Segment 1: What Nostalgia Protects (10–15 minutes) Nostalgia isn't just sentiment—it's structure. Talking points: Dragonlance as tone-first fantasy Tragedy, sacrifice, faith, loss, earned hope Iconic pillars fans emotionally guard: The War of the Lance The Cataclysm The gods' absence and return The Orders of High Sorcery Why characters like Raistlin, Sturm, and Tanis still matter They embody themes, not just plot roles Discussion questions: Is nostalgia about specific events… or how the world feels? Would Dragonlance still be Dragonlance without the War of the Lance looming in its history? Segment 2: Where Nostalgia Becomes a Trap (10 minutes) Too much reverence can freeze a setting in amber. Talking points: Retelling the same era again and again New players feeling like tourists in someone else's story The danger of “homework lore” When callbacks stop being meaningful and start being crutches “Have you ever felt like Dragonlance was afraid to move past its own shadow?” “A world that only looks backward eventually stops moving.” Segment 3: What Reinvention Brings to Krynn (10–15 minutes) Reinvention keeps the setting playable, not just readable. Talking points: Alternate timelines (Chaos War, Fifth Age, War of the Darklance–style ideas) Updating themes for modern tables: Agency over prophecy Moral complexity instead of clear binaries New stories that don't require knowing the Companions Letting players become history, not observers of it Discussion questions: Should new Dragonlance stories be allowed to contradict old ones? Is Krynn a museum—or a living world? Segment 4: Where Reinvention Goes Too Far (10 minutes) Change without respect breaks trust. Talking points: Removing core pillars: Gods without consequence Magic without discipline Dragons without mythic weight When Dragonlance starts feeling like “generic fantasy with familiar names” Fans don't fear change—they fear loss of identity Strong framing: “Reinvention isn't bad—but forgetting why people cared in the first place is.” “What's more dangerous: changing too much, or changing too little?” Segment 5: The Balance Point (10 minutes) Dragonlance works best when nostalgia provides roots and reinvention grows branches. Key synthesis: Keep the themes, evolve the context Honor the past without repeating it Let legends exist—but not dominate the present Use history as pressure, not shackles Example talking beats: The gods still matter—but mortals choose how faith manifests Dragons are still rare—but their influence reshapes politics Magic is dangerous—but no longer static “If you were handed Dragonlance tomorrow… What is the one thing you would never change—and the one thing you absolutely would?” “Did you stay Nostalgia… or switch to Reinvention?”“Because Dragonlance isn't just about remembering the past… It's about deciding what the future of Krynn should look like.” Outro Thank you for tuning into today's Dragonlance Hangout. What do you think of reinventing Dragonlance? Does maintaining the setting for nostalgia sake doom it to forgetfulness? Feel free to email me at info@dlsaga.com or comment below. I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Join me as I review The Dragon Isles by Stephen D. Sullivan live! Share your thoughts on this fourth novel in the Dragonlance Crossroads series, released by Wizards of the Coast on December 1, 2002. You can buy a copy here: https://amzn.to/4k9Vsow https://youtube.com/live/G7_6TTEypEQ About The Dragon Isles The Dragon Isles: abandoned home of the good dragons, land of amazing adventure and legendary treasure. The trouble is, no one knows how to get there. Now Mikal Vardan and his crew have found the hidden route, but they're not the only ones interested in the isles. A beautiful sea elf scavenger thinks the wealth of a lost civilization might be worth killing for, and a menacing sea dragon is determined to bring a reign of terror to the peaceful archipelago. Review Part one of this novel deals with Lady Karista Meinor and her bodyguard Bok hiring a ship to take them to the Dragon Isles where they want to open a trade route. They are using an old poem that is thought to be a prophecy about how to find the mysterious dragon isles. The novel opens with the ship’s captain, Mikal Verdan rescuing one of his sailors, a kender named Tripleknot Shellcracker from a sea monster. THey narrowly escape and are pulled on deck just in time for the crew to near mutiny. THey have not been informed about the point of this excursion and they have been sailing the northern Courrain ocean for longer than anticipated with no end in sight. They are told they are headed to the Dragon Isles where everyone will get their share of the spoils, and this pacifies them. Then they see floating wreckage which the kender claims has someone on top. It takes a while to intercept but there is a Dargonesti elf chained and unconscious on the wreckage. They bring her aboard and nurse her. It is revealed that she was believed to be cursed by her former shipmates and left to die, because there is a sea dragon named Tempest trying to enter the Dragon Isles with her dragonspawn Mog. If they can’t get through the veil which protects the isles, no one will. She has been attacking all ships that dare to get near. It is also revealed that the captain, Mik, is having visions of treasure and the dargonesti named Ula, is willing to help him locate the isles and treasure for a percentage. He agrees, but Karista doesn’t. Then Tempest attacks. She capsizes the ship and kills most of the crew. Mik and Trip use the failing magical items to breathe under water but are captured by other Dargonesti and brought to their underwater town. There they will be sold off into slavery or fight. However, Tempest and Mog followed. Once imprisoned they see that Ula and Karista were there and the only other survivors. Then Tempest attacks. They escape together with the help of one of the elves that captured them named Shimmer. He leads them to the Veil and with the aid of a black gem Mik has, they all pass through. Mog follows and narrowly passes through as well. Though Tempest is left on the other side still. Tempest charges at the barrier using all her might and magic and is repelled again and again. She must be content that her spawn is on the other side, following the mortals, waiting to spring a trap and drop the veil once and for all. On the other side, the party comes ashore and is seen by a massive dragon, then a ship rolls up under order of the Brass taking them captive. Ula demands honor by combat rather than them being taken to their lord, and she fights Misa Kell, defeating her. Her brother is furious but honors the bargain. Ula is to take them to the dargonesti kingdom, but Benthor Kell, Misa's brother, holds to the law of shipping the kender to an island where they all dwell. Karista Meinor decides to stay with Kell to have the Order of the Brass negotiate shipping routes with her. The kender is tied up in a cabin, and Ula, Mik and Shimmer are dropped into a boat and leave to the dargonesti home. Once they arrive they see some of the people from the ruined sea elf town outside the veil, and they make their pleas to the lord of this realm. He allows them freedom and Ula, mik and shimmer decide to look for the next key to their treasure by visiting the sea sage. When they arrive it ends up attacking them and they temporarily defeat it, taking its key. Next they head to the gold dragons libraries. There Ula stays at the ship while shimmer and Mik head up, only to be stopped by a copper dragon guard who knows shimmer and lets them pass. Back on Kell's boat, Trip escapes and jumps overboard, swimming from the pursuing ship. He hides in a cave and finds a secret entrance to a pirates hide where he takes a sea dragon cloak that allows him free movement and breathing underwater. He escapes his pursuers and gets passage from the pirate Jerrick the Red, an old acquaintance of Miki's. Very convenient. He takes the kender to the same island as his companions, conveniently, and meets Ula there. Mik and shimmer enter the library and mik climbs to the peak and has a vision of the island chain being formed and populated, then gets the next key piece. They come to shore to see Ula, Trip and Jerrick where they bargain for his ship to take them to the final key location. Kell meets with the order of the Bronze and is told to stop Ula and shimmer, retrieving the treasure themselves as payment for the future shipping agreement with Karista. They pursue Jerrick’s ship and their dragon emissary abducts Ula. Shimmer transforms into a bronze dragon, his true form, and attacks the bronze holding Ula. He recovers her as krell seizes control of Jerricks ship with his own. Shimmer crashed on deck with Ula and both sides nearly come to blows when Jerrick speaks up, on working together to split t he treasure. The interjection actually works and they all get together to find the last piece ofthe key. They find the location and dive under the water, locating the temple where they find the key, but Mog is waiting and attacks a guard, changing into his appearance. He joins the crew and as Mik assembles the key with thenew piece, a stairway appears and ascends into the sky. They begin to go up and swarms of crabs attack, then Karista steals the key from Mik and reveals she is working for Tempest, this stuns Mog and they both race to the temple fighting the heroes all the way. Tempest breaks through the barrier when the group arrives at the temple and the now fully assembled key is a lightning weapon that is turned against the heroes. Factions are blurred and everyone seems to survive incredible wounds but the fight is truly epic. Karista is defeated and the heroes reclaim the key only to have tempest arrive and fight them, killing many people, including Karista, and the all scatter trying to defeat the sea dragon. Eventually Mik faces off against it and it plumets into a volcano, which then erupts and the key seems to offer Mik treasure at the sacrifice of the Dragon Isles. He refuses and throws the key into the volcano as well. The temple of the sky begins to fade and he leaps in to the ocean, sure to drown. He is saved by Ula and they return to the ship, when Trip arrives with a miraculously still alive Shimmer. They all decide to continue searching for treasure in the Dragon Isles together and the novel ends abruptly. There were so many moments where characters should have died over and over again, but I forgive it for the epic scope of that final battle. The author isn't great, but I did find myself enjoying this novel more than I anticipated, even if the story itself was seemingly rushed. I also think it was more epic than the Dawning of a New Age final novel, which while not saying a lot since it want good, does say that this one novel was superior to a trilogy. If you are a fan of the Dragon Isles, and water based adventures, this is a must read. For fans of Dragonlance, it is fun, but not required reading.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Worldbuilding Without Getting Lost. https://youtube.com/live/XJxgn4_xFRU Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 2nd. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Somewhere out there is a Dungeon Master with three notebooks of lore… a detailed pantheon… a map with trade routes… …and no campaign. Worldbuilding is one of the greatest joys of being a Dungeon Master — and one of the fastest ways to stall a game before it ever begins. This is Dungeon Mastering 101, and today we're talking about worldbuilding without getting lost — how to build only what you need, and how to turn your setting into a tool, not a burden. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Worldbuilding Trap New Dungeon Masters often believe: “I need to build the whole world before we play.” You don't. In fact, overbuilding can: delay starting the game lock you into ideas that don't serve the table make improvisation harder, not easier Worldbuilding should serve play, not replace it. Segment 2 — Start Where the Characters Are The only part of the world that matters is: where the characters are what they care about what's about to happen Everything else is optional. Build outward in concentric circles: The immediate location Nearby threats or opportunities Distant forces that might matter later If the players can't reach it, they don't need it yet. Segment 3 — Build in Broad Strokes, Not Detail Think in impressions, not encyclopedias. Instead of: “The Kingdom of Valen has a three-tier tax system…” Use: “Valen is rich, paranoid, and ruled by bureaucracy.” Broad strokes: give you flexibility are easier to remember invite player interpretation Details should emerge through play, not prep. Segment 4 — Turn the World Into a Problem Generator A good setting creates problems, not just flavor. Ask: Who wants something they can't have? What is about to break? What happens if no one intervenes? Worldbuilding works best when: factions collide values conflict power is unstable If nothing is in tension, the world is static. Segment 5 — Let Players Help Build the World Your players are an untapped resource. Ways to involve them: Ask where their character is from Let them name places or NPCs Tie backstory into existing conflicts This does two things: reduces your workload increases player investment Shared ownership makes the world feel alive. Segment 6 — Reusable Worldbuilding Smart worldbuilding can be reused endlessly. Create: factions instead of organizations themes instead of histories NPC roles instead of fixed characters Example: “Corrupt local authority” can appear in: a village a city a kingdom Reuse patterns — reskin details. Segment 7 — Maps Are Optional Maps are tools, not requirements. You only need a map when: location matters tactically travel choices are meaningful players ask for one Otherwise: verbal geography is enough sketches beat perfection imagination fills the gaps Never let cartography stop play. Segment 8 — Worldbuilding as a Play Aid Ask yourself: “How does this help me run the game?” Good worldbuilding helps you: improvise NPC reactions answer player questions create consequences quickly If a detail doesn't make play easier, cut it. Segment 9 — The DM101 Mindset Shift Here's the key mindset change: You are not creating a world to be admired. You are creating a world to be used. Your setting is: flexible incomplete responsive A living world grows in response to player action — not prep time. Worldbuilding doesn't need to be big to be meaningful. Start small. Build outward. Let play do the heavy lifting. When your world exists to support the table, you'll never feel lost in it again. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Worldbuilding Without Getting Lost Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Let's examine an alternate timeline that sees the Knights of Takhisis take over, corrupt Dragonlances and raise a flying Citadel from Icewall. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797 https://youtu.be/7ptaSEFzU0A Transcript Cold Open Winter should never come in summer. But in this timeline, the snow never stopped falling… And the dragonlances themselves became weapons of darkness. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the alternate timelines found along the River of Time: the War of the Darklance. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The River of Time carries every age, every hero, and every tragedy forward—but it does not flow as a single, unbroken stream. Branching from it are countless tributaries, alternate Krynns shaped by small divergences or catastrophic changes. The War of the Darklance takes place in one such world. Here, the Graygem is never broken. Chaos is never released. Wild Sorcery and Mysticism never emerge. Ambient magic lies dormant, subdued, and tightly controlled. At first glance, this seems like a safer world. But without Chaos to disrupt the fabric of time, the Balance itself becomes rigid—and fragile. When evil learns from its failures and ceases to destroy itself, the result is not equilibrium. It is domination. At the center of this darkness stands Lord Ariakan, son of Ariakas. Unlike the Dragon Highlords of the past, Ariakan does not cling to pride, infighting, or ancient grudges. Instead, he creates something unprecedented: a unified knighthood modeled after the Knights of Solamnia, but devoted wholly to Queen Takhisis. The Knights of Takhisis embrace modern ideals. They wield magic without fear. They integrate warriors, priests, and mages into a single doctrine. And most importantly—evil does not turn against itself. For the first time, the Dark Queen's forces march with discipline, coordination, and purpose. The turning point of the war comes with an act so profane that it scars the world itself. The Knights of Takhisis cannot create weapons of light—but they can corrupt them. Captured dragonlances are brought before a ritual involving three unholy artifacts: the Altar of Takhisis, the Wand of Corruption, and the Hammer of Darkness. Placed upon the obsidian altar, the dragonlances smoke and weaken. The wand suspends them in a field of pure evil, tearing at their magical essence. Finally, the hammer strikes the blade, sealing the transformation. Thus, the darklance is born. These weapons strip the Whitestone forces of their greatest advantage. And the ritual's consequences ripple outward—into the sky, the land, and the seasons themselves. In the year 383 AC, Ansalon enters a nightmare remembered as the Summer of Frost. Temperatures steadily fall throughout spring. By summer, the world freezes. Crops fail. Livestock die. Starvation spreads faster than any army. The sky becomes perpetually overcast. Paladine seems powerless. Even Chislev cannot restore nature's order. Faith begins to crack. And it is in this moment of desperation that the invasion begins. The Knights of Takhisis strike swiftly. Kalaman falls. The Northern Wastes and Nordmaar collapse soon after. At Icewall, the dead Highlord Aren Feal-Thas is reborn as a death knight, cursed and bound to undeath. Icewall Glacier begins moving north—alive, jagged, relentless—guided by Feal-Thas's thoughts and emotions. Floating above it is Icewall Castle, transformed into a flying citadel. White dragons patrol the skies, wielding darklances, while thanoi, sivak draconians, and barbarian tribes march below. Entire villages vanish beneath the ice. As the Blood Sea freezes solid, the minotaurs see their moment. Led by Chot Es-Kalin, they march across the ice toward Ansalon, beginning a brutal campaign of genocide against the ogres. Though larger and stronger, the ogres lack discipline. Battle after battle, the minotaurs advance—until the thaw comes too late for Chot's secondary forces, which plunge into the Maelstrom beneath the melting ice. Chot himself remains stranded on the mainland, facing an ogre counteroffensive with no retreat. The war spares no one. The Qualinesti Forest burns, assaulted by dragons and Thorn Knights. Qualinost is destroyed. Elves flee—some to Ergoth, others east toward Silvanesti, where they are met with resentment and fear. The High Clerist's Tower falls for the first time in history. Tanis Half-Elven and Steel Brightblade die in its defense. Their fallen comrades are buried in mass graves, their names carved into stone. Palanthas surrenders without a fight. The Tower of High Sorcery is destroyed from within as Dalamar the Dark brings it down to prevent the Knights of the Thorn from reaching the portal to the Abyss. Whether Dalamar survives is unknown. Ergoth becomes the last refuge. Overcrowded. Hungry. Diseased. Clerics of Mishakal work tirelessly, overwhelmed by suffering. Gnomes abandon invention for joy and instead build engines of war. Even the kender feel the weight of despair. Yet resistance survives. Merinda uth Brishard leads roving Solamnic knights. Galvan Stonebreaker wages his private war. Underground movements form in Palanthas and Khur. And even within the darkness, evil begins to strain against itself. Aren Feal-Thas seeks to overthrow Ariakan. Mirielle Abrena consolidates her own power. The Blood War threatens Ariakan's eastern flank. The Balance may yet reassert itself. This timeline has no fixed ending. The Knights of Takhisis have conquered most of Ansalon. Winter still grips the land. Another natural winter is coming. The Heroes of the Lance are gone. Now, the fate of the world rests with new champions—thieves, killers, outcasts, and survivors—people who may have to abandon honor to preserve hope. If the war can be won, the scars will remain. The land will never be the same. And the people of Ansalon will carry this darkness forever. But if the fight is abandoned—then this tributary of the River of Time ends in ice, silence, and shadow. The War of the Darklance is a world where evil learned, adapted, and nearly won. A Krynn where hope is fragile, honor is costly, and the Balance hangs by a thread. And that makes it one of the most haunting alternate timelines in all of Dragonlance. Outro But that is all the time I have to talk about the Alternate Timeline: War of the Darklance. Do you like the idea of Dragonlance's being corrupted? Can the death Knight Feal-Thas rival Lord Soth? And finally will the Knights of Takhisis ever be overthrown? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: A chap who can point at you and say ‘die' has the distinct advantage.
We are introduced to the supreme leader of Takhisis' forces of darkness, Lord Ariakas, who is on his way to correct the mistakes of his general, Kitiara. Mainly by trying to kill her. He is prevented in his attempt by, arguably, the most popular character to come out of Dragonlance, no not Raistlin! It's Lord Soth the fallen Solamnic Knight! We learn his tragic story. Of how he could have prevented the Cataclysm but was instead consumed by baser emotions and condemned forever to a cruel undeath. Then, we watch as Laurana stumbles through the prisoner exchange of Bakaris for Tanis, only to be captured, assaulted, and finally taken to Kitiara by Lord Soth. Flint and Tas are left to convey the loss of the Golden General to the Knights, the army, and the good people of Ansalon. Content warning - Sexual Assault, Attempted Rape One More Thing: Jonathon: Long walks - Logging off a little more. Shivam: Pokemon Legends Z-A (https://legends.pokemon.com/en-us) You can find us at: Jonathon - https://bsky.app/profile/falselogic.bsky.social Shivam - https://bsky.app/profile/shivambhatt.bsky.social Casual Magic w/ Shivam Bhatt - https://casualmagic.libsyn.com/ Shivam & Wheeler Love Magic - https://sites.libsyn.com/460224 Facebook - https://www.facebook.com/groups/1147877956611082 Discord - https://discord.gg/MM7nEwgmZv We now have a Patreon for those who want to support the podcast! Benefits include seeing the show notes and getting a shout out. Details @ https://www.patreon.com/ChroniclesofDragonlancePodcast Our cover art by Josiah Cameron. Find more of his work here: https://josiahcameronart.com/ Intro/Outro music: Shadow Whispers by Alexander Nakarada/Spirits of the Greenwood by Alexander Nakarada
Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: https://www.dmsguild.com/product/5313...The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButte
It's just a flesh wound!Kev and Kenzo from Austin Danger Podcast join us to talk not just about the classic comedy Monty Python and the Holy Grail, but also Dragonlance, Dispatch, Hit Clips, Kennedy Center Honors, Worms 4: Ultimate Mayhem, Kevin Bacon, and whether or not Mykah should be fully replaced with an AI.Listen to Austin Danger Podcast, The Criterion Connection, Laurie Strode Trap House, Above the Line, and follow Kev and McKenzie on Letterboxd.CHAPTERS(00:00:00) Meet Kev and Kenzo!(00:21:32) Sword & Sorcery films(00:38:51) Monty Python and the Holy Grail(01:34:35) Movie trivia(01:35:30) Final thoughts & ratings(01:49:57) Mailbag(01:52:38) Next episode...LINKSWe'd love to hear from you! Send us a voice message or email us.Join our Discord, support us on Patreon, and follow us on Letterboxd & Instagram.Listen to the Podzilla Wrap-up Podcast.Check out our amazing artist, Cassie Selin.THANK YOUA special thank you to all our Odo Island patrons:Jacob DockeyRich JetteFrogurtConnor StompanatoShaun SagerNerklesMichael KnottsRon JimenezMatt CrossJBSpinoEmmaJB MasonThe Sci-Fi Critic
Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Sigil Users Gifts, Elden Ring TTRPG, Fallout Solo TTRPG, and Crows TTRPG. https://youtube.com/live/PY2QlFI4i3w Show Notes Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 30th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/ 8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise Patrons – 2 free game sessions per month! D&D Sends Out “Dope” New Freebie But Not Everyone Will Get It https://screenrant.com/dnd-free-character-sheet-sigil-users/ An Elden Ring Nightreign TTRPG is coming from the folks who crushed D&D in Japan https://www.polygon.com/elden-ring-nightreign-ttrpg-dnd-role-playing-adaptation-japan/ New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required https://www.gamesradar.com/tabletop-gaming/new-fallout-solo-rpg-lets-you-go-off-the-beaten-track-no-gamemaster-or-party-required/ This indie RPG is part old-school DnD, part Resident Evil, and I’m already hyped https://www.wargamer.com/crows/ttrpg-dnd-meets-resident-evil Outro And that's it for this OA News episode! Did you ever play Sigil VTT and did you prefer it to Maps? Are you a fan of solo TTRPG's? And finally, what's your most anticipated ttprg? Feel free to email me at info@dlsaga.com or comment below. I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Get ready to be swept away into a sprawling space opera, when Erika Flowers joins us to talk about her passion for writing fiction novels. She approaches writing fiction as entertainment rather than high literature, comparing her creative goals to producing Marvel-style blockbuster experiences. Erika traces her journey from discovering fantasy worlds through the Dragonlance series in middle school to spending 16 years learning the craft before finally writing her first complete manuscript. She describes her meticulous, architect-style approach to writing, treating the actual process like an athlete training for an ultra marathon. Erika talks about her strengths writing character dynamics, relationships, and exploring themes through interpersonal drama rather than external action sequences, and gives us a sneak peek into her upcoming projects.Guest BioErika Flowers (she/her) is a technologist and designer who brings a love of storytelling into everything she does. By day, she helps organizations shape strategy and design for the future, and by night, she writes sprawling novels and explores the craft of story as a lifelong passion. Erika has worked at tech companies such as Intuit and Mural, as well as serving a term at NASA as a civil servant as a part of their digital transformation initiative. She currently works in medical technology, innovating in the field of diabetes and insulin management. LinksErika's website: https://www.erikaflowerswrites.comErika on LinkedIn: https://www.linkedin.com/in/helloeflowersCreditsCover design by Raquel Breternitz.
Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing What Makes an Epic Fantasy Campaign Setting? https://youtube.com/live/nuJaSlAyfL0 Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 28th, and my name is Adam. Today I am discussing What Makes an Epic Fantasy Campaign Setting?. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 What Makes an Epic Fantasy Campaign Setting? Epic fantasy isn't just about maps, gods, or ancient wars. It's about a world that remembers itself. A setting becomes epic when: History leaves scars Belief shapes reality Culture exists beyond stat blocks Tonight isn't about “which setting is best.” It's about why some worlds feel inevitable, and others feel disposable. And what DMs can learn from the masters — and from darker, more modern designs like my own DireLands Touchstones: Tolkien's Middle-earth Martin's Westeros Weis & Hickman's Dragonlance And then: a comparison to DireLands, a dark fantasy setting built with many of the same tools — but different intentions Framed for: Dungeon Masters Worldbuilders Anyone who wants their setting to feel lived in, not just described PART I — YOUR CORE ELEMENTS OF EPIC FANTASY (Establish the Lens) 1. Deep, Recorded History Epic fantasy has epochs, not backstories History isn't flavor text — it's pressure Wars, rises, collapses, consequences DM takeaway: If nothing important happened before the PCs were born, your world isn't epic — it's empty. 2. Cosmology That Touches the World Gods aren't distant abstractions Belief changes behavior, laws, taboos Divine or cosmic forces matter, even indirectly DM takeaway: Cosmology should create: Conflicts Factions Cultural divides 3. A World Scarred by War Epic fantasy worlds are post-trauma Peace is fragile Victory always costs something DM takeaway: If the last great war solved everything cleanly, you've written a fairy tale — not epic fantasy. 4. Mythic Creatures With Narrative Weight Dragons, elves, fey, giants Not just monsters — symbols Each race carries history, loss, and perspective DM takeaway: If elves are just “humans with pointy ears,” you're wasting epic tools. 5. Culture Beyond Combat Music Recipes Poetry Stories told by the people of the world DM takeaway: Culture is how players emotionally anchor to a setting. PART II — HOW THE CLASSICS DO IT (DM-TABLE PRACTICAL) MIDDLE-EARTH — Mythic Epic What Works Unparalleled depth of history Songs, poems, languages baked into the world Clear cosmological order Evil has a metaphysical weight Limitations (DM Practical) Mythic distance can reduce player agency The world feels preordained Hard to run long sandbox campaigns without fighting canon Lesson for DMs Myth gives weight But too much destiny can suffocate choice WESTEROS — Historical Epic What Works History as cycles of violence Power structures feel real Culture varies sharply by region Consequences are relentless Limitations Minimal cosmology engagement Myth exists, but is distant or unclear Hope is often absent Lesson for DMs Political realism creates tension But without mythic meaning, darkness can feel nihilistic DRAGONLANCE — Heroic Epic What Works Clear epochs and ages Gods directly shape events War defines generations Built for play, not just reading Limitations Archetypal characters can feel restrictive Moral clarity can limit ambiguity Some depth sacrificed for accessibility Lesson for DMsEpic fantasy at the table thrives on clarity But nuance keeps it alive long-term PART III — DIRELANDS AS A DARK EPIC (Compare & Contrast) Where DireLands Aligns With Epic Fantasy Recorded History with Bias Epochs defined by conquest, ice, liberation History acknowledged as written by victors Cosmology That Warps Reality Cosmic entities Two moons with mechanical and narrative impact Gods tied to culture, language, and region A World After the “Victory” Witch-Queen defeated — but nothing healed The Triumvirate mirrors the corruption they overthrew Mythic Races With Consequences Elves exiled Dwarves driven underground Halflings isolated Cultural Texture Languages Music Poetry Religious schisms Where DireLands Intentionally Diverges Epic fantasy usually asks: “How do we save the world?” DireLands asks: “What if saving the world wasn't enough?” Key differences: Corruption replaces destiny Victory creates new injustices Magic is feared, politicized, gendered History doesn't inspire hope — it demands reckoning DM Practical Insight DireLands is epic fantasy through erosion, not ascension The epic scale comes from systems of belief collapsing, not heroes rising PART IV — WHAT DMs SHOULD STEAL FROM ALL OF THIS Bullet-point, actionable advice: Build history that players inherit, not just learn Let cosmology influence laws, fear, and tradition Make war change culture permanently Give races reasons to mistrust each other Embed art and ritual into everyday life Decide what your world believes about hope Outro Epic fantasy isn't a checklist, It's an agreement between the world and the players. Tolkien gave us myth Martin gave us consequence Dragonlance gave us playability DireLands asks what happens after the epic victory As DMs, the real question isn't: “Is my world epic?” It's: “Does my world remember what it's been through?” That is going to do it for another Dragonlance hangout episode.Let me know what you think makes an epic campaign setting and which is your favorite. Have you ever created your own campaign setting? Feel free to email me at info@dlsaga.com or comment below. I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What Makes a Session Fun? https://youtube.com/live/s0Zt6WK6zZA Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 26th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can run a session where everything goes right on paper…and still walk away thinking, Why did that feel flat? Fun isn't about perfect rules calls. It's not about clever plot twists. And it's definitely not about doing voices. Fun is about how players feel in the moment. This is Dungeon Mastering 101, and today we're breaking down what actually makes a session fun — and how to recognize it while it's happening. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Fun Is Psychological, Not Mechanical New Dungeon Masters often chase content. More encounters. More NPCs. More lore. But fun doesn't come from quantity — it comes from engagement. Players feel engaged when: they anticipate what's coming their choices matter the tension rises and falls naturally If you understand the psychology behind that, you can make almost any session fun — even when things go off the rails. Segment 2 — Tension: The Engine of Fun Tension is the fuel that drives engagement. Not stress — uncertainty. Players lean forward when they don't know: if a plan will work what an NPC will say whether the fight will turn How to create tension: Ask questions instead of giving answers Delay outcomes just long enough to matter Put something at risk — time, resources, reputation If nothing is uncertain, nothing is exciting. Segment 3 — Anticipation: Letting the Moment Breathe Anticipation is tension stretched over time. Players love: doors they haven't opened yet secrets hinted at but not revealed threats they know are coming How to use anticipation: Foreshadow dangers End scenes just before resolution Let players speculate out loud If players are theorizing between turns, you're doing it right. Segment 4 — Stakes: Why This Moment Matters Stakes answer the question: “Why should I care?” Stakes don't have to be lethal. They just have to be meaningful. Examples of stakes: a trusted NPC's reputation a character's belief or value losing time or opportunity Tip for new DMs: If players don't react emotionally, the stakes aren't clear enough. Say them out loud. Segment 5 — Autonomy: Let Players Drive Players have fun when they feel in control. Autonomy means: meaningful choices multiple valid solutions freedom to fail forward How to support autonomy: Avoid “correct” answers Let plans succeed imperfectly React to player ideas instead of redirecting them When players feel railroaded, fun collapses — even if the story is good. Segment 6 — Spotlight Sharing: Everyone Gets a Turn Fun dies when someone disappears for too long. Spotlight sharing is not equal time — it's intentional attention. How to manage spotlight: Rotate focus naturally between players Ask quiet players direct but gentle questions Let loud players shine, then move on A simple DM habit: Ask yourself, Who hasn't mattered in the last 10 minutes? Segment 7 — Pacing: The Rhythm of a Session Every good session has rhythm. Fast moments: combat arguments escapes Slow moments: reflection roleplay discovery Problems happen when pacing gets stuck. How to fix pacing mid-session: Speed up by summarizing Slow down by zooming in Cut scenes early if energy drops You are conducting, not controlling. Segment 8 — Reading the Room This is the skill that separates good DMs from great ones. Signs players are engaged: leaning forward interrupting with ideas talking in character Signs energy is dropping: phones appear silence stretches rules questions increase When you see it: change the scene introduce a decision raise or release tension You don't need to know why — you just need to respond. Segment 9 — The DM101 Mindset Shift Here's the mindset that makes this manageable: You are not responsible for being entertaining. You are responsible for facilitating engagement. That means: watching reactions adjusting in real time letting go of prep when needed A fun session is a conversation — not a performance. Closing Takeaway Fun is not accidental. It's built from: tension anticipation meaningful stakes player autonomy shared spotlight thoughtful pacing And above all, attention. If you can read the room and respond honestly, your sessions will feel alive — even when nothing goes as planned. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: What Makes a Session Fun? Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below. Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Let's examine an alternate timeline that was witnessed by Tasslehoff before Takhisis stole the world at the end of the Chaos War. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797 https://youtu.be/BO-6paVSeSg Transcript Cold Open Peace has come to Krynn… but the world is holding its breath. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the alternate timelines found along the River of Time: the Age of Dragons. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The Age of Dragons exists as one of many alternate timelines branching from Krynn's true history along what is known as the River of Time. This river represents the flow of history itself, carrying events forward while also allowing for tributaries—alternate paths created when key moments unfold differently. Each tributary forms a complete and self-contained version of Krynn. To those who live within these worlds, their timeline is not an alternate possibility, but the only reality they have ever known. In the case of the Age of Dragons, the point of divergence centers on a single individual: Tasslehoff Burrfoot. In 371 AC, Tasslehoff activates the Device of Time Journeying and travels into the future with Fizban's permission. In the true timeline, Tasslehoff eventually returns, and his actions help shape the events of the future. In this alternate history, however, Tasslehoff never returns from the future. That absence alters the course of events in ways that are not immediately obvious, but which ultimately reshape the fate of Krynn. Despite this divergence, Krynn still experiences two defining conflicts within a relatively short span of time: the War of the Lance and the Chaos War. These wars leave deep scars across Ansalon, devastating nations, displacing populations, and exhausting entire generations. However, while the War of the Lance largely mirrors the events of the true timeline, the conclusion of the Chaos War unfolds very differently. When Chaos threatens to destroy all of creation, the gods respond in an unexpected way. Rather than acting at cross purposes, the gods unite, including long-standing enemies. Most notably, Takhisis chooses to fight alongside the other gods, even standing with Paladine in opposition to Chaos. Gods and mortals alike take part in the struggle, and through this combined effort, Chaos is defeated and driven back into the Beyond. As a result, Krynn is not stolen from the gods, and the world continues to exist much as it had before—though profoundly changed by the wars it has endured. In the aftermath, the people of Ansalon are left to reckon with the consequences of nearly continuous conflict. With so many lives lost and so much destruction endured, there is a widespread desire to prevent another global war. From this desire emerges a new political structure known as the United Realms, an organization designed to settle disputes through diplomacy rather than open warfare. The United Realms brings together several of the major powers of Ansalon, though participation is not universal. Its stated goal is stability, but its existence also reflects how fragile that stability truly is. Among the most prominent members are Solamnia and Sanction, which emerge as rival powers. While both are part of the United Realms, their relationship is tense, and neither fully trusts the other. Each maintains its own military strength, and both remain alert for signs of aggression, even as they publicly support diplomatic solutions. Ergoth takes on a different role, positioning itself as a neutral power. Over time, it draws a number of smaller human nations into its sphere of influence, expanding its political reach without direct conquest. Ergoth's position allows it to act as a stabilizing force within the United Realms, though its growing influence does not go unnoticed. Not all nations choose to participate. Khur refuses to join the United Realms entirely, opting instead for isolation. This decision sets Khur apart from the emerging political order and leaves it outside the system designed to manage continental disputes. Significant changes also take place among the elves of Ansalon. The long-divided Qualinesti and Silvanesti are finally united through the marriage of Porthios Kanan and Alhana Starbreeze, creating what is known as the One Kingdom. This union represents a rare moment of elven cooperation after centuries of division. From this marriage comes a son, Silvanoshei, who is named Speaker of the Sun and Stars. Because of his youth, Silvanoshei does not rule independently. Instead, those around him take steps to ensure his safety and guide the future of the united elven nation. Gilthas, son of Tanis Half-Elven and Laurana, abdicates the throne of Qualinesti in order to serve as an ambassador to the United Realms. In doing so, he shifts from a role of national leadership to one of diplomacy. Laurana herself relocates to Silvanesti, where she works to protect her grandson and help stabilize the One Kingdom during this transitional period. Elsewhere in Ansalon, other peoples prepare in their own ways. The minotaurs continue to strengthen their military forces, expanding their fleets and sharpening their readiness. Mountain dwarves retreat inward, withdrawing into their strongholds, while hill dwarves begin to reenter broader society with caution. The kender remain scattered across the continent, largely unchanged in their habits and outlook. Religion takes on increased importance during this era. The gods actively recruit clerics, increasing their influence throughout Krynn. Divine power is once again clearly present in the world, and faith becomes a significant factor in political and social life. Hiddukel, Sargonnas, and Takhisis all continue to pursue their own interests, while the balance among the gods remains uncertain. Throughout all of this, dragons become increasingly visible across Ansalon. More dragons are seen than at any time since the War of the Lance. Both chromatic and metallic dragons gather, their growing presence impossible to ignore. Their return to prominence gives this timeline its name: the Age of Dragons. The Age of Dragons is not marked by open war, but by what comes after it—a prolonged pause shaped by alliances, rivalries, and preparation. It is a time when the world waits, knowing it has already survived two great wars, and uncertain what the next chapter will bring. Outro But that is all the time I have to talk about the Alternate Timeline: Age of Dragons. What do you think of this version of Krynn as witnessed by Tasslehoff in the War of Souls Trilogy? Do you already play in campaigns similar to this or do you prefer the Age of Mortals? And finally do you think this is the inevitable result of the Destinies Trilogy sans the Chaos War? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: How do you know the Graygem isn't controlling you? If it was it wouldn't be likely to tell you, now, would it?
Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Jean Rabe, D&D coming to Fortnite, D&D and AI, and D&D #1 Rule. https://youtube.com/live/x180bpM8_n4 Show Notes Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 23rd. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/ 8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise Patrons – 2 free game sessions per month! R.I.P. JEAN RABE https://icv2.com/print/article/61449 https://en.wikipedia.org/wiki/Jean_Rabe Dungeons & Dragons comes to Fortnite as Wizards of the Coast explores ‘how D&D can connect’ with players https://www.polygon.com/fortnite-dnd-dungeons-dragons-homebrew-creative-islands-codes/ Scientists Forced AI Language Models To Play Dungeons & Dragons To See How Well They Concentrate https://www.iflscience.com/scientists-forced-ai-language-models-to-play-dungeons-dragons-to-see-how-well-they-concentrate-82297 I Finally Understood The #1 Rule For D&D, & It Changed My Games Forever https://screenrant.com/dungeons-dragons-dnd-number-one-rule-fan/ Outro And that's it for this OA News episode! Do you have a favorite Jean Rabe project? Do you enjoy watching actual plays? And finally, have you ever tried Alien or Call of Cthulhu ttrpgs? Feel free to email me at info@dlsaga.com or comment below. I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to the RPGBOT.Podcast, where tonight we bravely attempt to eat the entire Dungeons & Dragons campaign setting menu in one sitting. No tie-ins, no supplements, no "this was technically in Dragon Magazine once" nonsense: just the official D&D settings, served tasting-menu style. From post-apocalyptic deserts where magic killed the planet, to punk fantasy with robot soldiers, to the setting so generic it's basically carbonated water, we're ranking, roasting, and reminiscing about the worlds that shaped tabletop roleplaying games. Grab your character sheet, loosen your belt, and prepare for Forgotten Realms Coke vs Greyhawk Pepsi discourse. Show Notes In this episode of the RPGBOT.Podcast, we review the official Dungeons & Dragons campaign settings created by Wizards of the Coast (excluding licensed tie-ins and sub-settings) to help players and Dungeon Masters understand what makes each world distinct. Rather than deep dives, this episode delivers a high-level overview of each D&D setting's tone, themes, and playstyle, helping listeners decide which campaign setting best fits their table. Campaign Settings Covered Birthright – A kingdom-management focused D&D setting where divine bloodlines grant rulers supernatural authority. Ideal for players who want politics, rulership, and domain-level play alongside traditional adventuring. Dark Sun – A grimdark, post-apocalyptic fantasy setting defined by ecological collapse, psionics, scarce resources, and moral ambiguity. One of D&D's darkest campaign settings. Dragonlance – Epic fantasy rooted in legendary novels, fallen gods, returning dragons, and mythic heroism. A classic D&D setting built around narrative arcs and world-shaking events. Eberron – A pulp fantasy and dungeon-punk setting where magic functions as technology. Airships, warforged, political intrigue, and post-war fallout define this highly popular D&D world. Forgotten Realms – The default D&D campaign setting for 5e. High-magic, high-fantasy, dense lore, iconic characters, and flexible adventure design make it the most widely recognized setting. Greyhawk – The original published D&D setting, emphasizing sword-and-sorcery, moral ambiguity, and classic fantasy roots tied to iconic spells and characters. Mystara – A simplified fantasy setting originally designed for Basic D&D, featuring lighter tone, fewer races, and a more approachable style for new or younger players. Nentir Vale – A minimalist fourth-edition setting designed as a flexible framework rather than a fully realized world—perfect for Dungeon Masters who prefer homebrew. Planescape – A multiversal setting centered on Sigil, the City of Doors. Philosophical factions, planar travel, cosmic weirdness, and reality-bending concepts define this fan-favorite. Ravenloft – Gothic horror fantasy featuring cursed domains, tragic villains, and psychological dread. A setting focused on atmosphere, consequences, and survival. Spelljammer – Space fantasy for D&D, blending swashbuckling adventure with crystal spheres, astral travel, and magical ships sailing between worlds. Key Takeaways Not all D&D campaign settings are designed for the same playstyle—some emphasize politics, others horror, survival, or pulp action. Forgotten Realms works as the most flexible and accessible default setting, especially for new players. Eberron stands out for its coherent worldbuilding and logical use of magic as technology. Dark Sun and Ravenloft require player buy-in due to their heavy themes and darker tone. Planescape offers unmatched freedom and philosophical depth but demands strong DM preparation. Nentir Vale exists primarily as a DM toolkit rather than a narrative world. Older settings like Greyhawk, Dragonlance, and Mystara remain relevant for groups seeking classic fantasy vibes or nostalgia-driven campaigns. Dungeon Masters should choose a setting that reinforces—not fights—the story they want to tell. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
It's called Dragonlance, so obviously dragons are important. But what are the dragons of Krynn like? I know I said today would be a special episode, but I've been sick as the proverbial dog for nearly a week, so this is what I had time to do. If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.
Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson
We bid farewell to 2025 with a Dragonlance take on a D&D classic and a slimy underground menace! If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.
We take a look at our first Dragonlance monsters and ... I have to tell you, they don't look too different so far! The Booklet of Bounties is live on Patreon! If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.
A new series begins as we look at some of the background of Dragonlance -- more the creative background than the setting one, in case you forgot what I tend to get fixated on. Register to be notified when the Booklet of Bounties goes live on Kickstarter! If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.