One of the innovations of the #Dragonlance Saga was the expectation that the players would take on the role of pregenerated characters (instead of rolling their own).
The Cthulhu Masters Tournament at Gen Con also uses it every year. Crafting a specific cast of characters gives you a rich vector for seeding drama, clues, etc.
(For an example from non-RPG media, consider how the horror of a Silent Hill game is customized to the protagonist.)
This seems to have been the intention with the DL modules:
The goal was to create epic fantasy.
Epic fantasy includes big, iconic characters.
The Innfellows were to Dragonlance what the Fellowship was to LOTR.
Having these iconic roles meant that they could include big elements that were tied to the PCs.
Just like Aragorn and Boromir and the Sword That Was Broken could be tied to the legacy of the Ring and the throne of Gondor, so Goldmoon could be tied to the return of the true gods; Sturm to the broken legacy of the Solamnic Knights; Tanis to the Dragon Highlord Kitiara.
This type of integration is something that a good DM does in any campaign.
I describe my process for doing it, using #DragonHeist as an example, here.
Well, IME, taking on a well-prepared role is a different challenge and a different kind of fun than generating or creating my own character.
Neither is inherently better than the other, IMO.
In the absence of the novels, I wonder how this new technique might have been developed by the DL modules.
In practice, the existence of the novels became a crutch. In trying to figure out how to implement this new technique, it was simply too easy to say, “Uh… Well… It happens just like in the books.”
And this becomes more prominent as the DL series continues (and the novels had been completed), until you get to statements like this one from DL10:
If the novels had never existed, the creative team might have been forced to find a different solution for establishing these dramatic elements and clearly integrating them into the narrative than simply saying, “Read the book.”
(Or they might have failed utterly. Who can say?)
So if the Innfellows weren’t created by Weis and Hickman for the novels, who DID create them?
The short answer appears to be: Everybody.
They emerged out of and were iterated by the creative team through the same development process as the adventures themselves.
Here's Margaret Weis talking about how Raistlin was a name and a cool illustration that needed a background developed.
At the other end of the creative process, here's Michael Dobson: "I participated in the playtest of DL1 in which Terry Phillips did his memorable Raistlin-as-a-young-James-Mason. That was the moment Raistlin changed from a minor participant in the Saga to a leading role."
What were these playtests?
Harold Johnson describes Hickman's creative process: "Tracy begins by drawing charts and maps. Then he calls a playtest and invents the adventure during play, creating a synthesis of his and his players' creativity."
Speaking as an author, this can be a really great way to rapidly flesh out an adventure.
Living in the world, so to speak, can bring it to vivid life. Area descriptions, NPC personality quirks, etc. can all spill out easily at the table and then be captured for future use.
But the most memorable stuff at a game table is often that electric thrill when the utterly unique interaction between GM, players, and dice
And the pitfall is when you try to capture THOSE moments and recreate them.
Because the whole point is that they emerged organically.
A common example I've seen at least a half dozen times is the adventure module where, inexplicably, hundreds or thousands of words will be dedicated to describing how a PC could fall in love with one of the NPCs and how their romance could play out.
I'm fairly certain that this is almost always because a PC in the author's game DID fall in love with that NPC. And it WAS amazing.
But it's not really something you can force. And if you did, it wouldn't have the same power.
For example, in my run of #DragonHeist a PCs got romantically entangled with Renaer Neverember. And it WAS amazing. Major highlight of the campaign. Absolutely integral to the experience we had.
But it would've been silly to force it into the Remix.
OK. With all that being said, let me be brutally honest:
I don't give a shit about the canonical Innfellows.
In terms of the adventure modules, they are, at best, a missed opportunity.
The existence of the novels creates a canonicity to how they're "supposed" to be played that hobbles not only their implementation in the adventures, but also players trying to play them.
"Players choosing to play their own characters have no stories to tell."
Oh, Dragonlance, sweetie. You said the quiet part out loud.
When we continue, I'll be taking a peek at the beginning of the Saga and how we can integrate original characters into it.
Thesis 1: If PCs got realms-based abilities automatically as they leveled up, that would generate interest in realms-based play.
Thesis 2: D&D's realms-based play was historically divided by character. Each fighter got a barony. Each thief got a guild. Each cleric got a church.
That worked for Arneson and, later, Gygax, because they were running open tables. PCs were solo.
But once you're running dedicated tables (with the same group of PCs sticking together), these divided fiefdoms discouraged the use of D&D's realm mechanics.
Thesis 3: To bring realms-based play meaningfully back into D&D, you'd want a GROUP-based mechanic where the entire group would accrue realms and realm-based abilities as it levels up.
A good ROI for marketing is 5:1. In other words, for every $1 you spend, you want to get $5 back.
(A 2:1 ROI can marginally work at scale, but you're not going to get scale in TTRPG because the TTRPG industry isn't big enough. So anything lower than 5:1, you're probably just chewing up your "profit" with your marketing person's salary coordinating the campaign.)
Long Answer: Yesssssssssssssssssssssssssssssssssss.
It's so pervasive in the Saga that if we spent this Let's Read commenting on every act of petty railroading, it's all we would be doing.
Instead, let's take some time to look at some examples of the Saga's railroading. Then, as we move forward, you can just assume that this stuff permeates every single adventure.
(Because it does.)
We are, in fact, continuing the Let's Read that started over here. Bounce back there if you want to take this from the top.
So the basic concept here is 300 years ago the true gods abandoned the world during the Cataclysm. 5 years ago, six of the PCs left Solace to search for any sign of the true gods.
We're continuing our Let's Read of the #Dragonlance Saga, which started over here if you'd like to begin from a different beginning.
At the bottom of Betrayers' Rise in CALL OF THE #NETHERDEEP, the PCs run into a pre-scripted cutscene.
(Or maybe the cutscene runs into them? Either way.)
Aloysia Telfan shows up with the Rivals and says, "Gimme the McGuffin!"
Things assumed by this cutscene:
1. The PCs have the Jewel. 2. The Rivals aren't dead. 3. The Rivals aren't working with the PCs. 4. The PCs aren't working with Aloysia.
(Oddly the cutscene DOES provide a contingency plan for Aloysia being dead -- her understudy shows up and read her lines -- even though I see no plausible way for her to BE dead in the adventure as written.)