Dungeons & Dragons Online is slowly changing my mind about Eberron

When Eberron came out, everything I heard about it made me want to stay away. It seemed like it was a setting full of magical elemental-powered railroads and similar magic-as-technology anachronisms, Coruscant-like supermetropolises, magic items and enchantments made so mundane that it is almost comical, a setting which was a fairly thinly disguised analogue of 1920's Europe, and loads and loads of new races and funny-sounding terms (Daelkyr?). Basically from the old marketing and buzz it sounded so much like old pulp adventures and sci-fi just grafted onto D&D that it didn't sound like D&D anymore.

I made a conscious choice from what I'd heard and read to avoid the setting like the plague. The Eberron books were the only 3.5 books I completely avoided, and I generally came to think of it as everything wrong with modern D&D.

Then a while back, I'd heard that DDO was "free to play". Dungeons & Dragons Online had changed to a business model that the basic game was free, but you could pay to unlock some classes (Monk and Favored Soul) and some races (Drow, Warforged, ect), or pay for access to some higher end dungeons ect. My only trepidation was that it used the Eberron setting. I'd also vaguely remembered hearing that when it came out, it was designed to be almost impossible to solo and you had to have full parties (fighter/rogue/wizard/cleric) for most dungeons.

Well, I was pleasantly surprised to find it is quite soloable (character creation even had advice on what classes were best for soloists: clerics and Paladins: good, necromancers: bad.). I then braced myself for the Eberron setting, figuring I would be fighting Nazi-esque golems on the roof of a magical train or flying around a city 10 times bigger than Ancient Rome at it's peak in an airship (as I'd had Eberron explained to me by some friends who really liked it).

Imagine my surprise that the setting was much more like D&D than I ever thought. The opening "newbie island" plotline is a small tropical island (with a persistent problem of a sahaguin lead dark cult marauding the area) plunged into an unnatural winter through what you find out is a powerful white dragon being mind controlled by an illithid using a psionic crystal macguffin, which you find and smash, letting the dragon destroy the illithid and return the island to normal as it flees for more appropriate climates. A pretty decent plot for a low-level D&D adventure.

Beyond there, on to the main city of Stormreach, it is clearly a little more magical than typical D&D settings (taverns that float in the air, ect), but had a lot more of a feel of being D&D than I ever expected it to be. The warforged are not quite the goofy pseudo-robots I thought they were, and making them pay-to-play means they are relatively rare for PC's. I find myself learning more about the setting from a first-person perspective and while it has a different feel than Greyhawk, Forgotten Realms, or even other "different" settings like Dark Sun or Spelljammer, it doesn't have the "not D&D" vibe I had always assumed I'd get from it.
 

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This sounds remarkably like me. I avoided Eberron like the plague upon release. I did play in a Keith Baker GM'ed game at Origins and eventually someone in my group decided to run an Eberron game which I played in.

Then I played DDO about a year ago and really came to like the setting more. Lots of cool things and the history behind why things were the way they were worked well for me. Warforged weren't quite as annoying as I had originally thought.

These days I would not shy away from the Eberron setting as much as I had in the past - largely due to my experience in DDO and opening my eyes.
 

Eberron was the victim of negative publicity from the get-go. It didn't help that the least DnD-like parts of the setting (eg magic trains, airships, warforged) were either revealed first or drew all the attention. There were insinuations that Eberron was "for newbs", for "people who play video games", etc.

In addition, it was very much unlike the popular FR, to the point it seemed this was done deliberately to make it look bad. FR has a fanbase as rabid as Eberron, so you can imagine the arguments (well-reasoned and otherwise).

So people who didn't get into Eberron often didn't learn about the cool parts of the setting. Like gnomes that (in 3.x terms at least) have a reason to exist, or monsters not having predictable alignments, and sahuagin existing for some reason other than to give an aquatic source of XP, etc.
 

It was Keith Baker that won me over to Eberron. The original marketing buzz wasn't my cup of tea, but as I read more about the setting (and specially the [MENTION=15800]Hellcow[/MENTION] Q&A threads over at the WotC boards), the more I loved it.
 


Eberron was the victim of negative publicity from the get-go. It didn't help that the least DnD-like parts of the setting (eg magic trains, airships, warforged) were either revealed first or drew all the attention. There were insinuations that Eberron was "for newbs", for "people who play video games", etc.

In addition, it was very much unlike the popular FR, to the point it seemed this was done deliberately to make it look bad. FR has a fanbase as rabid as Eberron, so you can imagine the arguments (well-reasoned and otherwise).
Agreeing with you 100%

The marketing for Eberron early on seemed to emphasize how different it was from every other D&D setting, and how unlike normal D&D it was and how it had things totally unlike other settings. Reminds me a little how early 4e marketing (the "not fun" parts) turned people off 4e before it ever came out: hyping up how it's completely unlike D&D that came before in every way while catering to play styles and tastes totally different from other.

A lot of the same complaints were leveled at both products in response too.

Oh, and if anybody here is still playing DDO, I'm on the Sarlona server with a 4th level Human Paladin (Anacletus St. Cuthbert)
 

I got into Eberron primarily because it was new - and so had easy entry - and because I didn't want to keep up with metaplot. I have never been able to get into FR, frex, not because of lack of interest, but because there's SO DAMN MUCH!

I'll echo the 'bad publicity, awesome setting' comments. A lot of the stuff in the setting makes a lot of sense, if you just take a minute to think about it. Things like warforged != robots are things that get overlooked all too often, and the advertising too often lead to people over-focusing on minor setting details and making [wrong] assumptions about the rest of the setting based on those.

Eberron is a place where you can do 1920s pulp-noir, or Indiana Jones-esque hijinks, or modern political / business intrigue, and so on, but it's also a place where you don't have to if it's not your cup of tea.

[if my name didn't give it away, favorite setting. ;) ]
 

It is a very rich setting and even the least D&D stuff is still a lot of fun.

My favorite part (and the hardest for a DM) is the pulp feel. My impression is that a lot of people just don't try to make their games that pulpy? The Keith Baker books do a good job of getting that across and so do the published adventures.
 



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