Eberron - Cool or Drool?


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3catcircus said:
Other than grousing about the latest indignities heaped upon The Forgotten Realms with every new release (but still rushing out and buying it anyway because it is still decent work), the only other thing that seems to really interest me is Castles & Crusades and the Castle Zagyg setting.


Me too! C&C is an interesting concept of melding the structural improvements of 3.5 with a back to basics emphasis on ease of play, creation per basic etc. Castle Zagyg is something that I would have bought the first copy of in any year.

With that being said, if evidence suggests Eberron has value, I'll take a look (maybe I'll buy an adventure rather than the setting to see if it is worth much) but there is no rush at all since it simply sounds like it is more 3.5e in feel than base 3.5e.
 

I'm not going to buy it. It sounds like a wonderfully put-together campaign setting and it would be an utter shame to dismantle it just to use the strongest parts in my setting without bringing in their balancing weaknesses as well.

Frankly, IMC, Warforged have one place in my campaign -- the wizard's garage, in pieces with all of the other uppity constructs who think that they're setient and have souls. (We've got wizards with garages. And libraries. And they don't adventure much because they're always studying books or taking apart warforged, see?;))

Would I be interested in a straight Eberron campaign, core and focused? Sure, it certainly sounds pretty good. Warforged included -- they belong in Eberron. But see, I'm already running my homebrew and playing in somebody else's -- so I don't see the meticulously prepared Eberron as being anything that I'll actually use in the near future (as I've got my next 1.3 campaigns already lined up...).

::Kaze (got tired of waiting for a right-sized campaign setting for his games, so he built his own one session at a time -- Eberron may be perfect, but it's a couple of years too late.)
 


Psion said:
And plunder, if necessary. ;)
Plunder I will do. But still might run Eberron as a separate campaign.

Cats,

My advice if you want to plunder for Scarred Lands, do so. (Dragonmarks could be another form of Scion based power.) But probably use Malhavoc's "class books" as outside sources. (Hey with Book of Eldritch Might, Book of Hollowed Might and now Iron Might, I'm thinking I won't need the complete series. :P )
 

I'm really looking forward to it, myself. I'm definitely going to be running a game using the setting and so far all of my players have been pretty excited about it.

I dig the "BAM! It's D&D!" approach. I dig it quite a bit. :cool:
 

I am not sure why people have the view of Eberron as D&D Extreme or D&D for Gen Y... It sounds interesting to me (though I haven't kept up with it religiously)... I want to see it in the store and decide then. It's a bit pricey for me to just say I'd buy it without a second thought...
 


I've somewhat mixed feelings about Eberron, but I expect I'll pick it up, and as I'm trying right now to decide what setting to use for a game I'll be DMing, I may use it.

On the one hand, I've been feeling like I want to play in a much more primitive world for a while--where people are really scrounging for a living.

But on the other hand, I've been feeling like I want the PCs to really really be movers and shakers.

And knowing that I have people who want to play a variety of races, a more metropolitan world seems like it might be better. I've just been reading through my Kalamar stuff, among other things, and while the racial tensions are interesting, the fact that only one or two cities in the whole setting are very mixed in terms of races is rather off-putting.

So I suppose I'll see how things go. I might just do a custom-built job, but if I'm still having a hard time deciding when Eberron hits the street, it's not unlikely that I'll pick it up and start using it. Having a setting in which there are groups of all the various races with very distinct cultures, but in which there are other cultures in which the races mix well appeals to me. It "clicks" for me in a way that the standard treatment of "dwarves live in the mountains, elves live in the forests, humans live everywhere else, and only Yondalla knows where the halflings and gnomes manage to eke out a living" just doesn't.

It also seems designed (for all the frequency of low level magic) like a world which is designed for PCs who are the real movers and shakers of the place. The highest level friendly NPC cleric is level 16, yet there are bad guys who've been manipulating things from behind the scenes for many many centuries.

Anyway, we'll see how things go. It's nice to have a large setting so you can see the wider picture, especially when you're looking to start a new campaign from scratch already. And it's also nice to have something different, but not seriously changing the core rules. I *could* run something like Midnight, or a custom campaign built around TEoM, or whatever, but I've been having more doubts about that as time goes on--mainly because I don't want to force all of my players to spend a long time absorbing a big chunk of new material at once. With Eberron, it seems like I'll be able to combine some details about the setting and the various cultures fairly quickly--which will introduce the biggest things that *are* different without having to pass out photocopies of large chunks of books.

Edit: Oh, and I left half-orcs out of my standard treatment above. Which, considering that one of my players definitely intends to play a half-orc, is rather telling. ^_^;;;
 
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In Eberron, all the rules apply. So, what's changed?

As far as I can tell, and I've looked into it a bit, Eberron isn't defined by one big twist; it's definitely not about limiting the ruleset, and I don't even think its emphasis is on adding rules (though every WotC product has to do some of that).

To speak in terms of past campaign settings, it's not a genre-changing world like Dark Sun or Ravenloft. You might say it combines the scope and familiarity of a setting like Forgotten Realms with the inventive history and "only in D&D" cosmology of Planescape.

What makes it interesting to me is all the detail that's gone into fleshing out the world. There's a ton of great fluff in the campaign setting book, and comments by Keith Baker indicate that they've got tons and tons of ideas that didn't make it into the book. The chapter on organizations, which is already 22 pages long, refers to enough interesting groups and people that it could easily be expanded into a book of its own. So far, the only complaint I've seen from someone who's actually read the campaign setting book is that all the details can be overwhelming.

It's not going to appeal to everyone. But if you're expecting steampunk or D&D on steroids, you might be pleasantly surprised.
 

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