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Eberron popularity in 5E
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<blockquote data-quote="kbrakke" data-source="post: 6777352" data-attributes="member: 6781797"><p>Going back to the OP which is the popularity of Eberron in 5e.</p><p>The lack of new books does not help Eberron grow, but if you want to play Eberron in 5e it's pretty easy. PHB + UA/Playtest + 3.5 books has been working just fine for me. For me the most interesting stories are exploring Xen'Drik, Droaam becoming a real nation, unrest between the nations with the war just being over, and the advancing of technology. I think psionics and the artificer are cool, but am not compelled to fully brew that up for my players. It was probably even easier for me because the players were new to Eberron. They didn't even think they could be an artificer or psion. If those options being available for the players are an essential part of Eberron to you, then it would be hard, I agree. However if you want to use the setting, there isn't much that you really need to add. </p><p></p><p>With the aspects of the world I wanted to explore, and based on my player's expectations I was able to easily start a game. The story that emerged feels like Eberron to me, and I don't think it would work on any other world based solely on my playing a lot of FR from the published adventures, and reading the Dragonlance Novels.</p><p></p><p>As for what I think is an honestly confusing aside about the setting: I'm not mad if the setting mentions something but doesn't go in to deep detail, and then you find it interesting. There are so many single sentence hooks littered through out a campaign setting book that it's just not possible to flesh all of them out. If you played a campaign with every single partially mentioned interesting thing as a plot point, you would get stuck in a never ending chain of major quests. It's up to the DM to emphasize certain parts of it, and it's up to the player to either latch on to those, or explore themselves to indicate to the DM what they want to do in the world. With this specific example if a player asked more in detail about the Elementals we could explore that. If I didn't own Magic of Eberron and didn't know about that shift in gnome philosophy they might be inclined to make their own liberation group.</p><p></p><p>Actually something like this happened. One player has been dead set on warforged rights and equal opportunity. We had a solid arc with them using their large amounts of money from adventuring setting up schooling and scholarships for warforged. They did this in tandem with the d'Cannith family who felt it would be a great PR stunt in the fairly liberal Breland in addition to a lot of things that I don't need to go in to. They got to deal with riots, protesters, undercover thugs trying to destabilize things, some unsavory types coming their defense and a whole host of other exciting things. I remember in the Sharn City of Towers book them describing how people protest the warforged, but I didn't see anything about groups seeking to rectify it. Which again, not something I'm surprised at. The sentence "People protest the warforged's existence" was enough for me the DM to expand on that in make this an issue in our Eberron. </p><p></p><p>TL;DR - an Elemental Evil Player's Companion sized pdf would be sufficient for new players being brought to Eberron. If you want to play Eberron just don't be an artificer or a psion, there are enough versions of the more common races(Warforged, Changeling, Shifter) that the PCs have enough options there. If you really think the PCs MUST be one of the things that doesn't have official support yet then you will be waiting a long time. But I really don't think the players getting to use those options is essential for a true Eberron campaign.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 6777352, member: 6781797"] Going back to the OP which is the popularity of Eberron in 5e. The lack of new books does not help Eberron grow, but if you want to play Eberron in 5e it's pretty easy. PHB + UA/Playtest + 3.5 books has been working just fine for me. For me the most interesting stories are exploring Xen'Drik, Droaam becoming a real nation, unrest between the nations with the war just being over, and the advancing of technology. I think psionics and the artificer are cool, but am not compelled to fully brew that up for my players. It was probably even easier for me because the players were new to Eberron. They didn't even think they could be an artificer or psion. If those options being available for the players are an essential part of Eberron to you, then it would be hard, I agree. However if you want to use the setting, there isn't much that you really need to add. With the aspects of the world I wanted to explore, and based on my player's expectations I was able to easily start a game. The story that emerged feels like Eberron to me, and I don't think it would work on any other world based solely on my playing a lot of FR from the published adventures, and reading the Dragonlance Novels. As for what I think is an honestly confusing aside about the setting: I'm not mad if the setting mentions something but doesn't go in to deep detail, and then you find it interesting. There are so many single sentence hooks littered through out a campaign setting book that it's just not possible to flesh all of them out. If you played a campaign with every single partially mentioned interesting thing as a plot point, you would get stuck in a never ending chain of major quests. It's up to the DM to emphasize certain parts of it, and it's up to the player to either latch on to those, or explore themselves to indicate to the DM what they want to do in the world. With this specific example if a player asked more in detail about the Elementals we could explore that. If I didn't own Magic of Eberron and didn't know about that shift in gnome philosophy they might be inclined to make their own liberation group. Actually something like this happened. One player has been dead set on warforged rights and equal opportunity. We had a solid arc with them using their large amounts of money from adventuring setting up schooling and scholarships for warforged. They did this in tandem with the d'Cannith family who felt it would be a great PR stunt in the fairly liberal Breland in addition to a lot of things that I don't need to go in to. They got to deal with riots, protesters, undercover thugs trying to destabilize things, some unsavory types coming their defense and a whole host of other exciting things. I remember in the Sharn City of Towers book them describing how people protest the warforged, but I didn't see anything about groups seeking to rectify it. Which again, not something I'm surprised at. The sentence "People protest the warforged's existence" was enough for me the DM to expand on that in make this an issue in our Eberron. TL;DR - an Elemental Evil Player's Companion sized pdf would be sufficient for new players being brought to Eberron. If you want to play Eberron just don't be an artificer or a psion, there are enough versions of the more common races(Warforged, Changeling, Shifter) that the PCs have enough options there. If you really think the PCs MUST be one of the things that doesn't have official support yet then you will be waiting a long time. But I really don't think the players getting to use those options is essential for a true Eberron campaign. [/QUOTE]
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