Here are the things that I actually like about Eberron:
• The characters are relatively low-level. Characters above 10th level or so are uncommon.
• High-level magic is rare.
• The world is largely known. There's not one major continent and then a bunch map blankness expanding outward in every direction.
Here's a few things I don't like:
• Magic, in general, is much more common. Common enough to act as technology and allow for a sort of industrial revolution in an arcane sense.
• Travel is too easy and too fast. You just get on an airship or lightning rail and go.
• It reminds me of an MMORPG. I havent played DDO, but Stormreach and Xen'drik really don't interest me as the entire continent of dungeons that it's supposed to be.
• Alot of the political and social aspects of Khorvaire are too close to real-world situations for my taste. It's fine if that's what you're looking for, but it's jarring to me and makes it basically impossible for me to suspend my disbelief get immersed in the setting.
• I'm not terribly interested in the pulp genre for D&D. When me and my group want pulp, we play Call of Cthulhu in the 20's or d20 Past.
• Eberron really sticks its fingers into too many pies. One of the defining tenets is that you can find anything in D&D in Eberron. While I can appreciate the idea of product support (the Player's Guide was nifty in that it actually included material for adding optional sourcebooks into Eberron), it still has this overall "art by commitee" feel to it. It tries to do alot of adventures types and alot of genres but doesn't do any of them particularly well. But there is also a case to be made for no other D&D setting doing pulp quite as well I suppose.
Honestly, I'm not trying to turn this into another "I hate Eberron" rant. All I'm saying is that it's really not my cup of tea and I was disappointed with it. If you know someone with the campaign setting book, you might want to read over it a bit before you buy (I wish I had).
• The characters are relatively low-level. Characters above 10th level or so are uncommon.
• High-level magic is rare.
• The world is largely known. There's not one major continent and then a bunch map blankness expanding outward in every direction.
Here's a few things I don't like:
• Magic, in general, is much more common. Common enough to act as technology and allow for a sort of industrial revolution in an arcane sense.
• Travel is too easy and too fast. You just get on an airship or lightning rail and go.
• It reminds me of an MMORPG. I havent played DDO, but Stormreach and Xen'drik really don't interest me as the entire continent of dungeons that it's supposed to be.
• Alot of the political and social aspects of Khorvaire are too close to real-world situations for my taste. It's fine if that's what you're looking for, but it's jarring to me and makes it basically impossible for me to suspend my disbelief get immersed in the setting.
• I'm not terribly interested in the pulp genre for D&D. When me and my group want pulp, we play Call of Cthulhu in the 20's or d20 Past.
• Eberron really sticks its fingers into too many pies. One of the defining tenets is that you can find anything in D&D in Eberron. While I can appreciate the idea of product support (the Player's Guide was nifty in that it actually included material for adding optional sourcebooks into Eberron), it still has this overall "art by commitee" feel to it. It tries to do alot of adventures types and alot of genres but doesn't do any of them particularly well. But there is also a case to be made for no other D&D setting doing pulp quite as well I suppose.
Honestly, I'm not trying to turn this into another "I hate Eberron" rant. All I'm saying is that it's really not my cup of tea and I was disappointed with it. If you know someone with the campaign setting book, you might want to read over it a bit before you buy (I wish I had).