FAQs: Frequently Asked Questions

This document is intended to bring Dragonlance fans up to speed on anything and everything they need to know about the Dragonlance setting. It incorporates many of the common questions and topics that are not covered elsewhere.

General Dragonlance Questions

Dragonlance is a high-fantasy setting developed by TSR, Inc. during the mid-1980s to support its Advanced Dungeons & Dragons product line. In addition to gaming modules which players and dungeon masters could purchase from the story and play using the AD&D rules, the Dragonlance line also featured a series of novels about characters that appeared in the modules. Today, the Dragonlance product line features over 100 novels and numerous gaming products, as well as comic books, a board game, video games, and other items that have been released over the years.

The story of how Dragonlance was developed has been recounted many times in various products, most notably in The Annotated Dragonlance Chronicles. Briefly, Tracy Hickman came up with the vision for a world of dragons while driving cross-country to Lake Geneva, Wisconsin. With the help of numerous other TSR designers, and borrowing heavily from Jeff Grubb’s home-grown campaign world, Dragonlance was born. To accompany the modules being created by the game designers, Margaret Weis and Tracy Hickman began writing the Chronicles series of novels. Since that time, over 100 novels and various other modules and supplementary products have been created.

TSR published the line using the D&D rule set until the mid-1990s, when it converted Dragonlance to the SAGA card-game format. TSR nearly went bankrupt in the late 1990s, and was purchased by Wizards of the Coast, who took over control of the D&D and Dragonlance properties, and moved the headquarters to Seattle, Washington. Wizards discontinued the SAGA line of products, but continued to publish the novel line. In 2002, a company called Sovereign Press, owned by Margaret Weis, licensed the rights to publish Dragonlance gaming products for the D&D 3.5 system from Wizards, while Wizards continues to publish the novel line.

Dragonlance is owned by Wizards of the Coast, a subsidiary of Hasbro Inc.

Novel Questions

Well over 100 at the time of this writing.

Category: Novel Questions

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Gaming Questions

Fate Cards were what Saga used instead of dice. You used them to create heroes, resolve actions, and sometimes to move the story along. During the game, a player held a Hand of Fate, several cards which he used to determine what happens to the characters. Fate Cards determined the results of attacks, damage, spells, and for just about anything else that a traditional game might use dice or pencil and paper for. Fate Cards aren’t collectible; the same set of 100 cards shipped with every game, and everybody in the game drew from the same deck. Of the 100 cards, 82 are actually Fate Cards used in play. The other 18 cards contained information on important characters. Each card was full color and about the size and weight of a regular playing card.

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The Saga game emphasized storytelling and role-playing. There were no spell or equipment lists, and a general action resolution system allowed players to more-or-less create rules on the spot when the need arose. The game uses cards called the Fate Deck in place of dice.

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The events of the novel Dragons of Summer Flame irrevocably altered Krynn. Because the very fabric of reality on Krynn changed, TSR saw a chance to introduce a brand-new game that would play on the strengths of the Dragonlance setting — characters and story — and that would be easy to learn and play. Many Dragonlance fans have never tried role-playing games. For longtime players, the Saga system was designed to bring home the profound changes Krynn has undergone. Newcomers got the chance to play a game built around familiar Dragonlance characters and themes.

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Fifth Age Saga Rules

Fate Cards were what Saga used instead of dice. You used them to create heroes, resolve actions, and sometimes to move the story along. During the game, a player held a Hand of Fate, several cards which he used to determine what happens to the characters. Fate Cards determined the results of attacks, damage, spells, and for just about anything else that a traditional game might use dice or pencil and paper for. Fate Cards aren’t collectible; the same set of 100 cards shipped with every game, and everybody in the game drew from the same deck. Of the 100 cards, 82 are actually Fate Cards used in play. The other 18 cards contained information on important characters. Each card was full color and about the size and weight of a regular playing card.

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The Saga game emphasized storytelling and role-playing. There were no spell or equipment lists, and a general action resolution system allowed players to more-or-less create rules on the spot when the need arose. The game uses cards called the Fate Deck in place of dice.

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This site uses Akismet to reduce spam. Learn how your comment data is processed.

The events of the novel Dragons of Summer Flame irrevocably altered Krynn. Because the very fabric of reality on Krynn changed, TSR saw a chance to introduce a brand-new game that would play on the strengths of the Dragonlance setting — characters and story — and that would be easy to learn and play. Many Dragonlance fans have never tried role-playing games. For longtime players, the Saga system was designed to bring home the profound changes Krynn has undergone. Newcomers got the chance to play a game built around familiar Dragonlance characters and themes.

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