3 of 3 people found the following review helpful:
3.0 out of 5 stars
Offers more than it delivers, 11 Oct 2005
This review is from: Key of Destiny (Dragonlance Campaign Setting) (Age of Mortals Campaign, Volume 1) (Paperback)
An early look through this module filled me with joy. Here was a good Dragonlance 3.5E module with plenty of colour and variety to entice my players, both vetrans and newcomers, to the new edition of D&D and the world of Dragonlance. Having little experience with the new setting - my reading stopped with the original trilogies - I quickly got up to speed with the material and kept my reading of the module a couple of steps ahead of me playing it.
This may of been my first error, as the amount of detail and bredth for moving players between chapters is somewhat lacking. Lots of the plot movements are conducted by visions or involuntary encounters that make the players feel like they are being led by the nose far too much. I had to engineer the material to a degree to make my players feel like that had some sort of options at each chapter point, and then quickly steer them back towards the single linear option thay actually had on the off chance they strayed from the path. Another complaint is the amount of mistakes - trivial in many ways, but make sure you get the Errata from the website, which fixes the worst 80% of ommisions and mistakes.
That said, the module does provide good colour and interesting encounters in the areas the players are guided to, and presents a wide variety of landscapes and adventuring for the players to absorb the full range of player skills in. Nighttime, desert heat, dungeon crawls and multi-day treks all get a look in during the first few chapters. Rare is it that a PC can level up twice in the same environment ! This doesn't give a lot of ground for running good Knight / Wizard of High Sorcery trials within though - the momentum is too fast paced to do more than a quick job, and most of my newer players have little interest in these classes as a result. I feel this is a shame, as these two classes are what makes dragonlance the different and fascinating campaign environment it is.
Overall, mixed feelings, but with some pre-planning and work a good DM should be able to mould this into a less linear and more open feeling campaign. I am certainly intrigued to see if the next two books will open up the story to the players more, helping them understand the somewhat random feeling occurances of their early adventures. If so then this could make for an excellent Epic campaign. Still one of the best 3.5E modules I've played, but not the best D&D module I've seen.
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