It's like a pretty good issue of Dragon Magazine themed around Spelljammer.I shall inform you this is not true. It’s very much Spelljammer, and is an ok product. It’s main flaw is that it’s short and does not go quite as into detail as it should. Basically it could have used another 30 pages or so.
I feel like part of Eberron's appeal is how integrated everything is. In other settings, guidance frequently was along the lines of "cross-planar adventures should be higher tier than starting adventures" (obviously, except things like Planescape) but when they showed up it felt like an afterthought. On Eberron, manifest zones ensure players will be aware of planar shenanigans early on, and keep being aware of them. Adding other planes into the mix kind of messes that up.I get why you might want Eberron and Athas to be remote, but that shouldn't mean they are never accessible.
To donate his corpse to the Karns?Really, deep down, I don't want Wizards of the Coast to cross the streams because of a particularly obnoxious FR fan who sat at my Eberron table at a convention and really, really, really wanted to bring Elminster into Sharn.
They explicitly have never read it.You cannot "inform" someone that something is or is not a bad product. It is bad, to them.
To play. He'd basically recreated Elminster by ignoring all sorts of character generation guidelines designed to level the playing field for newbies.To donate his corpse to the Karns?
I can easily see how this sentiment would arise.I must admit, I appreciate your consistency in the notion that you'd rather see a setting dead and buried than have one note of it changed.
Lay the setting down, sort it out, get it right, release it, and then leave it alone and go on to making the next one. Put another way: release the setting as a single snapshot in time, with at least enough history given to explain how things got to the point of that snapshot, and stop there. Do NOT be tempted to "officially" update or revise it later.
Do NOT be tempted to "officially" update or revise it later.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.