Episodes

  • Alternate Timeline: Age of Dragons
    Jan 27 2026
    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, ...
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    8 mins
  • DM101: What Makes a Session Fun?
    Jan 27 2026
    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 comingtheir choices matterthe 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 workwhat an NPC will saywhether the fight will turn How to create tension: Ask questions instead of giving answersDelay outcomes just long enough to matterPut 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 yetsecrets hinted at but not revealedthreats they know are coming How to use anticipation: Foreshadow dangersEnd scenes just before resolutionLet 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 reputationa character’s belief or valuelosing 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 choicesmultiple valid solutionsfreedom to fail forward How to support autonomy: Avoid “correct” answersLet plans succeed imperfectlyReact 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 playersAsk quiet players direct but gentle questionsLet 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: combatargumentsescapes Slow moments: reflectionroleplaydiscovery Problems happen when pacing gets stuck. How to fix pacing mid-session: Speed up by summarizingSlow down by zooming inCut 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 forwardinterrupting with ideastalking in character Signs energy is dropping: phones appearsilence stretchesrules questions increase When you see it: change the sceneintroduce a decisionraise 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 reactionsadjusting in real timeletting go of prep when needed A fun session is a conversation — not a performance. Closing Takeaway Fun is not accidental. It’s built from: tensionanticipationmeaningful stakesplayer autonomyshared spotlightthoughtful pacing And above all, attention. If you can read the room and respond honestly, your sessions will feel alive — ...
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    44 mins
  • D&D 2024 – Tyranny of Dragons Actual Play, Session 20
    Jan 25 2026

    Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session twenty! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND

    https://youtube.com/live/R4DI-gj4Id0 Time Stamps:
    • 0:00 Intro
    • 3:38 Chapter 6: Castle Naerytar Continued
    • 2:05:41 Break
    • 2:17:53 Chapter 6: Castle Naerytar Continued
    • 3:56:49 Outro
    Cast of Characters
    • Elemier of the Thornwood | Kagonesti Elf, 5th Level Paladin of Kiri-Jolith, Oath of Vengeance | Ryan
    • Lucan Silvershaper | Solamnic Human, 5th Level Cleric of Mishakal, Life Domain | Austin
    • K’thriss | Aurak Draconian, 5th Level Fighter, Psi Warrior | Robert/@emtman25
    • Gunnar Thorvald | Nordmaar Human, 5th Level Barbarian, Path of the Wild Heart | Chris
    • Garrick Bloodmoor | Icewall Human, 5th Level Rogue/Fighter/Ranger | Gregory
    • Seto Hoshiko | Ran-Eli Human, 5th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream
    Game Setup

    Last time on Tyranny of Dragons: As Jamna quickly figures out the heroes are getting into trouble in the middle of the night, she goes to create a distraction outside, pulling the majority of the laborers, guards and even Bog Luck out into the night. Lucan feels pulled in the direction of the store room by Mishakal, and discovers Elemier in the storeroom and the heroes finishing up combat with Bakali in the Strong Room! Jamna leans in as they are talking and lets them know that they need to get out of there before they all return. Turns out there is a secret tunnel! They follow it out and into the jungle, following a marked trail. After a day of traveling deeper into the jungle, they ran across some natural dangers, a shambling mound, and even quicksand before arriving at what seems to be a deserted camp. As they were investigating the camp, Bakali arrived and engaged in combat. The heroes plowed through them, and captured one. They discussed the area and their aversion to the cult, when the Bakali thought perhaps these heroes could assist his people in liberating themselves from the cultists. They end up working together and Snapjaw, the Bakali leader of sorts, leads the heroes toward the Citadel of Karac-Tor. En route they were attacked by more crocodiles than they have ever seen in person, it seems the swamp itself is trying to stop them. Will the heroes snake it out of the swamp alive?

    About Tyranny of Dragons The Return of Tiamat

    An epic draconic adventure for levels 1-15

    The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realms. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have the courage to stand against the Cult of the Dragon and the threat of Tiamat’s immortal tyranny?

    Jump Into Play with D&D Beyond

    Purchasing a digital copy of this book unlocks it for use in the D&D BEYOND compendium and toolset. D&D BEYOND is the official digital toolset for DUNGEONS & DRAGONS. Create characters in minutes, play directly on your character sheets with digital dice, and prep less and play more with Dungeon Master tools like the Encounter Builder and Combat Tracker. Unlock Maps, D&D BEYOND’s virtual tabletop, with a Master Tier subscription. Host game sessions on dozens of official maps, or make your own and use our player and monster tokens to take your gaming to the next level!

    New features:
    • Adds 31 tyrannical monsters to use in the Encounter Builder to create & run organized battles for your party
    • Wield 13 new magical items against the forces of Tiamat with a click of your character sheet
    • A good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs
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    3 hrs and 58 mins
  • Order of Aesthetics News – January 23rd, 2026
    Jan 24 2026

    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).

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    40 mins
  • Gaming AD&D: Dungeon Masters Guide Reading 17
    Jan 22 2026

    Welcome to part seventeen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797

    https://youtube.com/live/TtQwyAYdtgw Time Stamp:
    • 0:00 Intro
    • 0:59 Treasure: Miscellaneous Magic Continued
    • 59:32 Outro
    About the Advanced Dungeons & Dragons Dungeon Masters Guide

    The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find:

    • Combat Matrices
    • Encounter Tables
    • Monster Attacks Alphabetically Listed
    • Treasure and Magic Tables and Descriptions
    • Gem Values by Type
    • Random Wilderness Terrain Generation
    • Random Dungeon Generation
    • Suggestions on Game Mastering
    • And a Whole Lot More!

    This excellent tome is a must for every Dungeon Master!

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    1 hr and 1 min
  • Dragon’s Bluff Review
    Jan 22 2026
    Join me as I review Dragon’s Bluff by Mary H. Herbert live! Share your thoughts on this third novel in the Dragonlance Crossroads series, released by Wizards of the Coast on June 27, 2001. You can buy a copy here: https://amzn.to/49KMLMm https://youtube.com/live/60w8Oljnazc?feature=share About Dragon’s Bluff The Crossroads Series explores previously undescribed areas of the Dragonlance world. Dragonlance fans eagerly await detailed information on any area of their favorite fantasy world. The son of one of the Heroes of the Lance and his wizard companion journey to Flotsam to recover the body of the wizard’s father. They quickly discover that her father isn’t dead, but missing. To compound their situation, a red dragon is terrorizing the population. Review Intro Welcome to another DragonLance Saga review episode. It is Misham, Newkolt the 22ndth. My name is Adam and today I am going to give you my review of Dragon’s Bluff by Mary H. Herbert. I would 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. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review The first third of this novel is a very interesting setup. Ulin Majere just returned from Palanthas after looking for magical artifacts for his father Palin in the wake of magic being unstable (we are pre War of Souls here). Exhausted from travel, he is excited to be home with his betrothed Lucy Torkay. They are visited by a female dwarf from Flotsam named Chalcedony Rockdale who is the magistrate. She would like Lucy to come to identify a body believed to be her father Kethril. Her father abandoned her and her mother. He was a thief and con artist. They set sail to Sanction then took a caravan to Flotsam. En route they were ambushed by draconians and Lucy was able to make a spell actually work. She imbued potatoes with her magic which burst into flame as they struck the draconians. It’s not what she intended, but it worked. Everyone was stunned, and with much of the caravan destroyed, they were approached by Silver Fox the 3rd, and his group, the Vigilant Force. They are all stunned that Lucy is a sorcerer and lead them into town. Once in town the local council tells them they don’t have the body and can’t seem to find it. This is clearly something fishy going on, and Ulin and Lucy say they will only stay for four days then leave with the caravan, whether they have found her fathers body or not. As they wait, they get to know the other members of the vigilant force and become friendly with them. Lucy is offered a role as sheriff for Flotsam, as Malys is sending her Dark Knights to collect the annual taxes as tribute, and the town can get rowdy. Lucy and Ulin refuse. Lucy is jumped by brigands with their dwarven magistrate and she fights them off, threatening more potato fire. They are called to help with some men who were wounded and the council presents a corpse, believing it to be Kethril, supposedly. It is not him, and the council finally admits that they need her to help them find Kethril, as he stole the town treasury they were going to give to Malys. Now with everything clear, Ulin and Lucy have to make a choice. Again, it is an interesting setup, but it seems like a lot to go through to get someone to hunt down a thief. Why not hire a bounty hunter? Certainly Flotsam has some hanging around. Ulin leaves with Notwen to see his hideout which contains a ton of magic items and components, when he returns to Lucy he has been gone for hours and she is in the hands of Dark Knights. They claim she stole the horse that was given to her by the caravan for saving them, and the council arrives to say they could pay the Dark knight for the horse, a bribe. The dark knight agrees and they release Lucy. When they leave Ulin runs to her and they confront the council about the bill of sale they happened to have ready. They say that they had to have it so they could convince her to be sheriff. She decides to stay for a while and be their sheriff, and Ulin swears to find her father. Ulin and Notwen leave on his steamboat which crashes on a small island inhabited by a Siren. She tries to charm Ulin but her magic fades. He shares that its happening everywhere and the sirine helps them fix the steamboat. Back on their way they head to dead pirates’ cove to find Kethril. It seems everyone knows him, and hates him. But no one has seen him lately. They finally hear about a gambling riverboat that he may frequent, so they head off. Life in Flotsam as the sheriff is as crazy as one could expect it to be. Lucy is approached by the Dark Knights again, demanding that if she sees the Silver Fox, to raise the town flag. Otherwise she will be killed. THen the fox appears next to her in a ...
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    24 mins
  • Dragonlance Hangout – January 21st, 2026
    Jan 22 2026
    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 the Dungeons & Dragons Basic Set, Holmes Edition. https://youtube.com/live/gWX0M7frBEA Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 21st, and my name is Adam. Today I am discussing the Dungeons & Dragons Basic Set, Holmes Edition. 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 preferredNotifications sent by March 1, 2026Holmes Basic Set https://grognardia.blogspot.com/2008/09/holmes-basic.html The Holmes Basic Set was published in 1977 and would be superceded by Moldvay/Cook Basic/Expert or B/X (1981) a revision and representation of OD&D for the mass market, supercedes Original Dungeons & Dragons (1974) an introduction to the then-unpublished AD&D game, and a unique game in its own right. draws select influences from other sourcebooks, including Supplement I: Greyhawk (1975), Swords & Spells (1976), the Chainmail wargame rules, and the third-party sourcebook Warlock https://dungeonsdragons.fandom.com/wiki/Basic_Set_(Holmes) color art by David C. Sutherland IIIcontents vary considerably depending on printing, but all include the 48-page rulebookThe rules only cover play from level 1 to 3. Spells are only provided up to level 2.From the Greyhawk supplement, it includes the thief class; variable hit points per class; and the hit point bonus for very high Constitution scores; the first-level Magic-User spells magic missile, shield, and ventriloquism; the second-level Magic-user spells darkness, magic mouth, mirror image, pyrotechnics, strength, and web; and the second-level cleric spells silence 15′ radius and snake charm.From Advanced Dungeons & Dragons, for which the Player’s Handbook had not yet been released, it includes the first-level Magic-User spells dancing lights, enlargement and Tenser’s floating disc; the second-level Magic-User spells audible glamer and ray of enfeeblement; the first-level cleric spells remove fear and resist cold; and the second-level cleric spells know alignment and resist fire.An individual initiative system has characters with highest Dexterity go first.The 3 for 1 basis rule is clarified to mean that one can lower an ability score to raise their prime requisite. Although Gygax would later assert that this was not the intended interpretation of the rule, it would influence further editions of the Basic D&D rules line.A two-axis alignment system is included, with alignments having both lawful-neutral-chaotic and good-neutral-evil. However, only five of the possible nine alignment combinations are evidenced in the text—lawful good, lawful evil, neutral, chaotic good, and chaotic evil. There is no neutral good, neutral evil, lawful neutral, or chaotic neutral.Parrying rules are included, likely from Chainmail.Early printings of the book included Dungeon Geomorphs Set One: Basic Dungeon (1976)Monster & Treasure Assortment Set One: Levels One-Three (1977)November 1978 onward, the box set instead came with a copy of the adventure module B1 In Search of the Unknown (1979)Later printings instead included B2 The Keep on the Borderlands (1981)It was edited by Dr. John Eric Holmes, an associate professor of neurology at the University of Southern California’s School of Medicine. Holmes was a D&D player, and it was he who first approached TSR in 1976 offering to write an edited revision of the game’s rules. TSR had originally envisioned the idea of a Basic Set prior to the release of Eldritch Wizardry (1976).publication date of July 10th, 1977sold for the price of US $9.50The Basic Set received seven printings between 1977 and 1980. https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set The rulebook is intended for characters of levels one through three, with rules for adventuring in dungeons, and introduces the main concepts of the game;[2] it explains the game’s concepts and method of play in terms that make them accessible to new players ages twelve and older who might not be familiar with the rules and structure of tabletop miniatures wargaming. Although the Basic Set was not fully compatible with Advanced Dungeons & Dragons, players were expected to continue play beyond third level by moving to AD&D,[2][3] which was released beginning later that year. Holmes preferred a lighter tone with more room for personal improvisation, while Gary Gygax, who wrote the Advanced books, wanted an expansive game with rulings on any conceivable situation which might come up during play, and so could be ...
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    43 mins
  • DLS1 New Beginnings Review
    Jan 20 2026

    Join me as I review DLS1 New Beginnings by Mark Acres live! Share your thoughts on this first Taladas adventure starter supplement in the Time of the Dragon boxed set Taladas continent on Krynn, released by TSR Inc. in February 1991. You can buy a copy here: https://www.drivethrurpg.com/en/product/17372/dls1-new-beginnings-2e?affiliate_id=50797

    https://youtube.com/live/s9RlPFw55dc About DLS1 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 you 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.

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    22 mins