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*TTRPGs General
Difference in tone between FR and Eberron, and the kind of groups they're suited for
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<blockquote data-quote="DM_Jeff" data-source="post: 4167836" data-attributes="member: 3687"><p>You are not far off there at all. Sometimes it's hard to pin down. Yes, it has something to do with the DM running the game, but here's what I found after running both:</p><p></p><p>Forgotten Realms is more grounded and has a very long, rich and detailed history. By grounded I mean while there may be the odd flying ship here or there, there's no elevators, robots or lightning trains either, so the wondrous stuff comes out more wondrous because it's rarer. Adventures set in small towns has more of an impact, and travel is a big deal.</p><p></p><p>Eberron takes a lot of the wonder away by establishing lots and lots of techno-magical innovations that make travel nowhere nearly as vital, lots of bizarre combinations of D&D stuff since "everything in D&D is in Eberron" and small towns get left in the dust compaerd to the cosmopolitan nature of the way it's presented.</p><p></p><p>Yes, a DM could run a small-town non-invention more mundane game in Eberron, for example, but really, why bother? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Forgotten Realms allows you to introduce new players to small bits one at a time while Eberron does seem to assume players can get all over the world with ease and thus more info about all places and current events are known to all.</p><p></p><p>My group played FR for years. We completely tried Eberron for an entire year of campaign play. It seemed very much aimed at younger's players needs and in the end was loads of fun but just way <em>too much</em>. We prefer the more down-to-earth Forgotten Realms.</p><p></p><p>Just my opinion.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 4167836, member: 3687"] You are not far off there at all. Sometimes it's hard to pin down. Yes, it has something to do with the DM running the game, but here's what I found after running both: Forgotten Realms is more grounded and has a very long, rich and detailed history. By grounded I mean while there may be the odd flying ship here or there, there's no elevators, robots or lightning trains either, so the wondrous stuff comes out more wondrous because it's rarer. Adventures set in small towns has more of an impact, and travel is a big deal. Eberron takes a lot of the wonder away by establishing lots and lots of techno-magical innovations that make travel nowhere nearly as vital, lots of bizarre combinations of D&D stuff since "everything in D&D is in Eberron" and small towns get left in the dust compaerd to the cosmopolitan nature of the way it's presented. Yes, a DM could run a small-town non-invention more mundane game in Eberron, for example, but really, why bother? :) Forgotten Realms allows you to introduce new players to small bits one at a time while Eberron does seem to assume players can get all over the world with ease and thus more info about all places and current events are known to all. My group played FR for years. We completely tried Eberron for an entire year of campaign play. It seemed very much aimed at younger's players needs and in the end was loads of fun but just way [I]too much[/I]. We prefer the more down-to-earth Forgotten Realms. Just my opinion. -DM Jeff [/QUOTE]
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Difference in tone between FR and Eberron, and the kind of groups they're suited for
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