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<blockquote data-quote="tetrasodium" data-source="post: 7856996" data-attributes="member: 93670"><p>No, it has a lot of awesome art, but it could have zero art & still could be one of the best eberron books so far. </p><p></p><ul> <li data-xf-list-type="ul">The patrons solve the problem of getting the group to have a reason to be working together <em>and</em> do so in a way that gives the gm all kinds of meaty hooks while giving the players some interesting avenues to explore/make use of while helping to shape things.</li> <li data-xf-list-type="ul">There is about 75 pages of advice on writing good/interesting villains, using different group/organizations/individuals/etc in a campaign & the various ways you could do so that shows just how horrifically lacking the dmg is in so many areas</li> <li data-xf-list-type="ul">There are no "spoilers". it doesn't say kaius is a vampire, it has a newspaper clipping about some scandal, how it was handled, & who caused it. Many of these news articles are things that might have been simple sidebars, but the newspaper clipping format to them is sort of a 4 dimensional thing packed with flavor that shows an issue/thing/bit of fluff developing in the world, shows how people view & react to it, and in many cases it shows what <em>everybody </em>"knows".</li> <li data-xf-list-type="ul">It takes a lot of stuff that would previously require knowing this section of one book this section of another book, & a third section that may or not be in one of those first two books in order to put it together into a form where the implications click & does so in an easily digestible format a gm or player could quickly sink their teeth into.</li> <li data-xf-list-type="ul">There are a lot of maps & descriptions of the stuff in those maps that show common things. One of the difficulties with eberron is that sometimes it can feel like trying to describe a mechanichs garage if cars were just fiction. Some examples are a planar observatory (think telescope observatory), an arcane workshop, an old dhakaani fortress, & many more. In addition to the maps, they all give a paragraph or six about all of the various interesting features you are likely to see in those kinds of places that are worthy of description (ie the dhakaani fortress has a cistern but there isn't much that needs to be said about a well.)</li> </ul><p>Keith's Influence is incredibly well felt throughout the book. Back in 4e I can remember an interview with one of the wotc folks (who shall remain nameless) where there was a line like "working with Keith has been great, he was always willing to make changes when we asked" & it showed. Rising however might as well be the opposite of that. I've had the book for about 4 days now & even though I hate FR with the passion of a thousand suns because of how it forces it's lore into places that it has no business being, I've not noticed any instances of eberron stuff being shifted about or getting stomped to make room for the FR way.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7856996, member: 93670"] No, it has a lot of awesome art, but it could have zero art & still could be one of the best eberron books so far. [LIST] [*]The patrons solve the problem of getting the group to have a reason to be working together [I]and[/I] do so in a way that gives the gm all kinds of meaty hooks while giving the players some interesting avenues to explore/make use of while helping to shape things. [*]There is about 75 pages of advice on writing good/interesting villains, using different group/organizations/individuals/etc in a campaign & the various ways you could do so that shows just how horrifically lacking the dmg is in so many areas [*]There are no "spoilers". it doesn't say kaius is a vampire, it has a newspaper clipping about some scandal, how it was handled, & who caused it. Many of these news articles are things that might have been simple sidebars, but the newspaper clipping format to them is sort of a 4 dimensional thing packed with flavor that shows an issue/thing/bit of fluff developing in the world, shows how people view & react to it, and in many cases it shows what [I]everybody [/I]"knows". [*]It takes a lot of stuff that would previously require knowing this section of one book this section of another book, & a third section that may or not be in one of those first two books in order to put it together into a form where the implications click & does so in an easily digestible format a gm or player could quickly sink their teeth into. [*]There are a lot of maps & descriptions of the stuff in those maps that show common things. One of the difficulties with eberron is that sometimes it can feel like trying to describe a mechanichs garage if cars were just fiction. Some examples are a planar observatory (think telescope observatory), an arcane workshop, an old dhakaani fortress, & many more. In addition to the maps, they all give a paragraph or six about all of the various interesting features you are likely to see in those kinds of places that are worthy of description (ie the dhakaani fortress has a cistern but there isn't much that needs to be said about a well.) [/LIST] Keith's Influence is incredibly well felt throughout the book. Back in 4e I can remember an interview with one of the wotc folks (who shall remain nameless) where there was a line like "working with Keith has been great, he was always willing to make changes when we asked" & it showed. Rising however might as well be the opposite of that. I've had the book for about 4 days now & even though I hate FR with the passion of a thousand suns because of how it forces it's lore into places that it has no business being, I've not noticed any instances of eberron stuff being shifted about or getting stomped to make room for the FR way. [/QUOTE]
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