Over on G+ I was asking about the feasibility of running the old DL series of modules as a sandbox.
The game would be set during the events of the War of the Lance, but the Heroes of the Lance may or may not emerge. Tanis Halfelven and co. aren't around. The players can choose to try and take on the dragonarmies, join up with them, or just go around exploring ruins and looting them while the world burns.
All the dungeons from the modules would be there, I just wouldn't be pushing the players to recreate the novels.
And I'd run it with 5E. Just because. (Of course, by the time I actually get around to playing this campaign, if ever, I may decide to go with AD&D 1E, or LL/AEC, or my own modified BECMI system...)
The thing I like about 5E is that it seems fairly modular enough to mold it into the tropes of Krynn.
For example, races.
Human, Elf, Half-Elf and Dwarf work as is.
Orcs and Half-Orcs don't exist on Krynn [except in that one crappy Tasselhoff novel], but Minotaurs (smaller than normal D&D minotaurs, but still big and tough) are a potential player race. And reskin the 5E Half-Orc as a Minotaur and you're good to go. All you need to change are the name and starting language from Orc to Minotaur.
One of the 5E playtest packets had Kender as a race. Exchange the Halfling's subclasses for the Kender abilities from the playtest (trust me, if you didn't see it, it handles the kleptomania in a way that won't butthurt other players). Done.
One of the Gnome subraces is the tinker/alchemist type. Only allow that one.
Tieflings don't exist. Done. Dragonborn don't exist [and the similar Draconians that do exist aren't playable at this time period]. Done.
For classes, things get a bit more complicated.
Clerics are just being discovered again at this time. So they're out (at least at first). I'd probably ban Druids as well for similar reasons (they're still sort of religious type magicians and the gods of Krynn are deaf to mortal pleas).
Paladins could work for Knights of Solamnia. Rijigger the Oaths to the three orders of knighthood (Crown, Rose, Sword). It's not quite how I remember it working in the novels or the Dragonlance Adventures sourcebook, where the Knights of the Rose and Sword were like prestige classes a Knight of the Crown could graduate into, but this doesn't need to be perfect.
Wizards and Sorcerers would both need to conform to the strictures of the Towers of High Sorcery (or be labeled as rogues and hunted down). I'd need to develop paths for the White, Red and Black robes that both classes would need to choose from. Warlocks (if I allow them - I've yet to witness anyone use the class yet actually so the question may be moot) would always be considered rogue mages. Bards would also either be banned (as Clerics/Druids) or else also need to conform to the three robes subclasses.
Or maybe these aren't paths (the normal paths for these classes could be used), but the choice of robes is required, and still affects spellcasting depending on the moons' phases.
Barbarians, Fighters, Rangers, Rogues...no problem. Monks may be allowed, but probably not. Eldritch Knights and Arcane Tricksters may have entanglements with the Towers of High Sorcery.
Backgrounds probably don't need much work.