Most fantasy adventures teach players to fear the shadow crossing the moon. Heroes climb the
mountain, enter the smoking cavern, and hope the dragon is asleep. Those Pesky Dragonz begins
on the other end of that story. The cavern is yours. The gold is yours. The villagers are
trespassing. The knight with the shining shield has come to your front door.
Playing a dragon changes the scale of a campaign. A dungeon can be a pantry. A castle can
become a rival stronghold. A human lifetime may pass between two chapters of your story. Your
dragon can begin as an overconfident hatchling who barely knows how to land and eventually
become a Great Wyrm whose name changes maps and dynasties.
Age is the center of the game. There are no experience-point totals to chase. A dragon grows
because time passes and because it survives what time brings: hunters, rivals, wars, broken
bargains, stolen hoards, mortal friends who grow old, and enemies who teach their grandchildren
to hate your name.
Good dragonz are not automatically tame. Evil dragonz are not automatically foolish. Every color
has instincts, powers, preferred lairs, and a reputation, but each player decides what the
individual dragon actually becomes.
The Dragon Master should think in decades as well as rounds. Let the world change. Let rulers
die. Let roads move. Let the dragon remember
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