A while back I tried to give a fair review of Dragon’s of Despair;
to express what I liked about the modules, to look at where it went wrong and to see what could be salvaged. To reiterate,
the fundamental problem with the Dragonlance modules (as far as I can tell from
reading two of them) is that they are story and hero driven high fantasy epics
masquerading as 1st edition AD&D Modules. This isn’t to say that the story is bad, or
that such epics might not make a good table top game, but it’s certainly hard
to fit the epic ethos and genre conventions into a high lethality, combat adverse system
like 1e AD&D or the B/X and OD&D that it derives from.
NICE THINGS ABOUT
DRAGONLANCE
!Fantasy Apocalypse, takes an idyllic high fantasy
world and reveals both its troubles and doom.
!Good Enemies, The party fights dragons, and
dragon men who present some fun tactical challenges.
!Solid Worldbuilding, There is a sandbox under the
railroad waiting to be played with many cool ideas.
HORRIBLE THINGS ABOUT
DRAGONLANCE
!Saccharine Tone, High fantasy bathos is
overwhelming and painfully clichéd.
!Forceful Railroading, forces player decision
making and goals along a single storyline.
!GM PCs, Precious little plot immune horrors that
must survive to force players down the rails.
!Lack of Meaningful Factions, There is bad and
good, sometimes good is grumpy, but it’s very clear.
DRAGONS OF FLAME
![]() |
| Why does Dragon decor consist of Dragon skulls? |










