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Eberron-as corny as I think?
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<blockquote data-quote="Glyfair" data-source="post: 2926637" data-attributes="member: 53"><p>There are strong elements of it, but also elements of the medieval assumptions as well</p><p></p><p></p><p></p><p>I've heard this a lot recently, and I think it's wrong. Eberron wasn't built by taking the core D&D rules and building a game around them. It doesn't have that feel.</p><p></p><p>However, I do think Keith (and the other designers) did understand that the fewer things that break your willing suspension of disbelief in a setting, the better the campaign. Thus, they limited the number of things that break that. </p><p></p><p>For example, one thing that tends to seem odd in D&D settings are the number of high level characters (especially magic-using types) who don't seem to actually do anything. Keith and company could have said "this world should work on the D&D principles, so we'll make sure they are prominant in the campaign." They didn't. Instead, they tweaked the demographics and made PC classes rare, and high level characters rarer. No more running to find a high level archmage when you need a <em>wish</em> spell to save the kingdom, because there aren't any that are handy (there's that guy isolated in the country run by monsters, who seems to be Dr. Moreau type, that might not be safe to bother him).</p><p></p><p>Keith developed the feel he wanted for the world, then the designers developed the world, keeping the rules in mind. They didn't start with the rules and then developed the setting they thought would arise from that.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2926637, member: 53"] There are strong elements of it, but also elements of the medieval assumptions as well I've heard this a lot recently, and I think it's wrong. Eberron wasn't built by taking the core D&D rules and building a game around them. It doesn't have that feel. However, I do think Keith (and the other designers) did understand that the fewer things that break your willing suspension of disbelief in a setting, the better the campaign. Thus, they limited the number of things that break that. For example, one thing that tends to seem odd in D&D settings are the number of high level characters (especially magic-using types) who don't seem to actually do anything. Keith and company could have said "this world should work on the D&D principles, so we'll make sure they are prominant in the campaign." They didn't. Instead, they tweaked the demographics and made PC classes rare, and high level characters rarer. No more running to find a high level archmage when you need a [I]wish[/I] spell to save the kingdom, because there aren't any that are handy (there's that guy isolated in the country run by monsters, who seems to be Dr. Moreau type, that might not be safe to bother him). Keith developed the feel he wanted for the world, then the designers developed the world, keeping the rules in mind. They didn't start with the rules and then developed the setting they thought would arise from that. [/QUOTE]
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Eberron-as corny as I think?
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