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Eberron: from Maltese Falcon to The Newsroom
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7857998" data-attributes="member: 6802951"><p>Sounds like a pretty good reason why the PCs might start investigating mysterious disappearances in the slums, the truth about the Lost City of the Dwarves, or why the management might send them far away to a savage and dangerous continent to cover an expedition delving deep into the jungle.</p><p>And forget their return tickets.</p><p></p><p></p><p> I'm seeing a bit of a difference between "Invaders no longer get eaten then murdered, so adventurous and driven people are now starting to visit." and "Regular Saga tours destination."</p><p></p><p> I believe the intention was to mimic the newspaper articles of the time that that part of Eberron is reflecting. Journalists would sometimes talk about their ordinary origins in order to establish their "everyman" credentials for the rest of the series. I'm pretty sure it was a deliberate choice to evoke a specific time and genre.</p><p></p><p> 1920s Call of Cthulu uses 1920s-esque fonts to help conjure up the feel of the 1920s. That is the same reason that Eberron uses them.</p><p></p><p> Why not both?</p><p>There are 5-10 plot hooks for games covering everything between high-society crime and gritty street investigation to an action-filled romp through dark jungles and trap-filled hidden ruins in that article alone. More experienced DMs could no-doubt spin off even more, depending on their group's preference.</p><p></p><p> In one, we have people risking the anger of the spirits of those long dead to seek out forbidden knowledge. They wager their lives and souls for a chance of enrichment, material or spiritual. Where will such treasures and revelations guide them next, and how deep will they be willing to delve?</p><p>In the other, a warforged carries a box.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7857998, member: 6802951"] Sounds like a pretty good reason why the PCs might start investigating mysterious disappearances in the slums, the truth about the Lost City of the Dwarves, or why the management might send them far away to a savage and dangerous continent to cover an expedition delving deep into the jungle. And forget their return tickets. I'm seeing a bit of a difference between "Invaders no longer get eaten then murdered, so adventurous and driven people are now starting to visit." and "Regular Saga tours destination." I believe the intention was to mimic the newspaper articles of the time that that part of Eberron is reflecting. Journalists would sometimes talk about their ordinary origins in order to establish their "everyman" credentials for the rest of the series. I'm pretty sure it was a deliberate choice to evoke a specific time and genre. 1920s Call of Cthulu uses 1920s-esque fonts to help conjure up the feel of the 1920s. That is the same reason that Eberron uses them. Why not both? There are 5-10 plot hooks for games covering everything between high-society crime and gritty street investigation to an action-filled romp through dark jungles and trap-filled hidden ruins in that article alone. More experienced DMs could no-doubt spin off even more, depending on their group's preference. In one, we have people risking the anger of the spirits of those long dead to seek out forbidden knowledge. They wager their lives and souls for a chance of enrichment, material or spiritual. Where will such treasures and revelations guide them next, and how deep will they be willing to delve? In the other, a warforged carries a box. [/QUOTE]
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