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Do you think Eberron will go the way of Ghostwalk?
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<blockquote data-quote="~Johnny~" data-source="post: 1468640" data-attributes="member: 16493"><p>I won't argue with someone who thinks diversity is a bad thing in a setting. We've had <a href="http://boards1.wizards.com/showthread.php?s=&threadid=152457&perpage=30&pagenumber=3" target="_blank">this conversation</a> before, and I can't offer a much better retort than the fact that by your reasoning, the diversity of the <em>real world</em> is hopelessly incoherent.</p><p></p><p>It comes back to the fact that Eberron is more than one continent... it's an entire world, big enough to contain a diverse range of environments, including stuff that you might find weird, without cramming anything down your throat. Getting up in arms about the Talenta halflings is like condemning the world of Toril because you don't like ninjas.</p><p></p><p>Now, on to Rounser...</p><p></p><p></p><p></p><p>The semantics of "magitech" are imminently debatable. With the exception of the Lightning Rail, none of Eberron's so-called magitech resembles modern technology. They're magic items, and any "technology" represented by those items is standard D&D technology like armor, swords, and stonework. More significantly, it's all based on existing D&D spells. For a ton of quotes from Eberron designer Keith Baker on this subject, <a href="http://www.coveworld.net/eberron/world.html#magicitems" target="_blank">click here</a>.</p><p></p><p></p><p></p><p>I'm confused by the suggestion that "fantasy swashbuckling + modern pulp = peanut butter and bacon." Pulp is a genre, not a setting. While "pulp" often refers to stuff in the vein of Indiana Jones or Doc Savage, Conan is the classic example of pulp fantasy. Pulp refers to good vs. evil, high action and high adventure. That fits right in with swashbuckling adventure (pretty logical, given that Conan was a pirate for a while). For more on Eberron's "cinematic fantasy" feel, <a href="http://www.coveworld.net/eberron/development.html#tone" target="_blank">click here</a>.</p><p></p><p></p><p>"The rumor"? Wizards has been pretty clear about the role of psionics all along. Psionics is integrated into the world, but it's exotic and not part of everyday life on the continent that's the default home for PCs (the Faerun equivalent). There's an entire continent where psionics plays a bigger role than magic. Of all the options you mentioned, it's the one that's actually designed to be avoidable, and rules will even be included for converting the setting's naturally psionic race to natural sorcerors. But I'd look twice before you dismiss Eberron's psionics as "sci-fi."</p><p></p><p>Like most D&D worlds, Eberron's cosmology includes several planes that represent different concepts or elements. One of these planes is Dal Quor, which is created by the mental energy of dreaming mortals. Psionic power is derived from this dream plane. When Dal Quor was <a href="http://www.wizards.com/default.asp?x=dnd/eb/20040309a" target="_blank">coterminous</a> with Eberron, a race of outsiders crossed over and bonded with humans. Now these <a href="http://www.coveworld.net/eberron/317art7.jpg" target="_blank">Inspired</a> tyrannically rule the nation of Riedra, which covers most of the continent of Sarlona. A few Inspired renegades, the Kalashtar, have sacrificed their connection to Dal Quor in order to rebel against the Inspired. They live in the small territory of Adar, though many Kalashtar have fled Sarlona entirely, finding sanctuary in the nations of Khorvaire. For more information on psionics in Eberron, <a href="http://www.coveworld.net/eberron/world.html#psionics" target="_blank">click here</a>.</p></blockquote><p></p>
[QUOTE="~Johnny~, post: 1468640, member: 16493"] I won't argue with someone who thinks diversity is a bad thing in a setting. We've had [url=http://boards1.wizards.com/showthread.php?s=&threadid=152457&perpage=30&pagenumber=3]this conversation[/url] before, and I can't offer a much better retort than the fact that by your reasoning, the diversity of the [i]real world[/i] is hopelessly incoherent. It comes back to the fact that Eberron is more than one continent... it's an entire world, big enough to contain a diverse range of environments, including stuff that you might find weird, without cramming anything down your throat. Getting up in arms about the Talenta halflings is like condemning the world of Toril because you don't like ninjas. Now, on to Rounser... The semantics of "magitech" are imminently debatable. With the exception of the Lightning Rail, none of Eberron's so-called magitech resembles modern technology. They're magic items, and any "technology" represented by those items is standard D&D technology like armor, swords, and stonework. More significantly, it's all based on existing D&D spells. For a ton of quotes from Eberron designer Keith Baker on this subject, [url=http://www.coveworld.net/eberron/world.html#magicitems]click here[/url]. I'm confused by the suggestion that "fantasy swashbuckling + modern pulp = peanut butter and bacon." Pulp is a genre, not a setting. While "pulp" often refers to stuff in the vein of Indiana Jones or Doc Savage, Conan is the classic example of pulp fantasy. Pulp refers to good vs. evil, high action and high adventure. That fits right in with swashbuckling adventure (pretty logical, given that Conan was a pirate for a while). For more on Eberron's "cinematic fantasy" feel, [url=http://www.coveworld.net/eberron/development.html#tone]click here[/url]. "The rumor"? Wizards has been pretty clear about the role of psionics all along. Psionics is integrated into the world, but it's exotic and not part of everyday life on the continent that's the default home for PCs (the Faerun equivalent). There's an entire continent where psionics plays a bigger role than magic. Of all the options you mentioned, it's the one that's actually designed to be avoidable, and rules will even be included for converting the setting's naturally psionic race to natural sorcerors. But I'd look twice before you dismiss Eberron's psionics as "sci-fi." Like most D&D worlds, Eberron's cosmology includes several planes that represent different concepts or elements. One of these planes is Dal Quor, which is created by the mental energy of dreaming mortals. Psionic power is derived from this dream plane. When Dal Quor was [url=http://www.wizards.com/default.asp?x=dnd/eb/20040309a]coterminous[/url] with Eberron, a race of outsiders crossed over and bonded with humans. Now these [url=http://www.coveworld.net/eberron/317art7.jpg]Inspired[/url] tyrannically rule the nation of Riedra, which covers most of the continent of Sarlona. A few Inspired renegades, the Kalashtar, have sacrificed their connection to Dal Quor in order to rebel against the Inspired. They live in the small territory of Adar, though many Kalashtar have fled Sarlona entirely, finding sanctuary in the nations of Khorvaire. For more information on psionics in Eberron, [url=http://www.coveworld.net/eberron/world.html#psionics]click here[/url]. [/QUOTE]
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