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Eberron popularity in 5E
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<blockquote data-quote="Xvartslayer" data-source="post: 6779126" data-attributes="member: 6803305"><p>Right now I am running and Eberron game based very loosely on the late 17th - early 18th century North American colonies. It is based around a Great Powers conflict the precedes the war at the start of the standard setting.</p><p></p><p>What little "magitech" that exists is unsubtle and inefficient compared to the standard Eberron setting. If and only if the players decide to care, they might learn that many of the elementals resent the hell out of being bound, and researchers are actively working on how to distill the power from the elementals while obliterating their personal agency in the process. As it stands now, the party is preoccupied with the fact that the Houses are actively trying to create a slave economy in the New World.</p><p></p><p>These kind of moral issues are exactly what makes Eberron a compelling setting. In addition to "elemental enslavement" (what a peculiar thing to fixate on!) you have Warforged rights, the disposition of refugees from Cyre, the tenuous position of Shifters and Lacynthropes in conflict with the Silver Flame, plucky little Adar opposing the tyranny of Rhiedra (shadows of Tibet?), the monster nation Droaam (are your characters fighting evil, murdering civilians or committing an act of war among nation-states?) You can ignore, address or modify any of these things to fit your needs.</p><p></p><p>During 3e I run a game centered on the rights of Goblinfolk living in the lower parts of Sharn, featuring a gnomish reporter for Sharn's equivalent of the New York Post as an ongoing NPC. Think of the social and civil unrest in the '70s, but with magic.</p><p></p><p>What some see as a problem I see as an opportunity.</p></blockquote><p></p>
[QUOTE="Xvartslayer, post: 6779126, member: 6803305"] Right now I am running and Eberron game based very loosely on the late 17th - early 18th century North American colonies. It is based around a Great Powers conflict the precedes the war at the start of the standard setting. What little "magitech" that exists is unsubtle and inefficient compared to the standard Eberron setting. If and only if the players decide to care, they might learn that many of the elementals resent the hell out of being bound, and researchers are actively working on how to distill the power from the elementals while obliterating their personal agency in the process. As it stands now, the party is preoccupied with the fact that the Houses are actively trying to create a slave economy in the New World. These kind of moral issues are exactly what makes Eberron a compelling setting. In addition to "elemental enslavement" (what a peculiar thing to fixate on!) you have Warforged rights, the disposition of refugees from Cyre, the tenuous position of Shifters and Lacynthropes in conflict with the Silver Flame, plucky little Adar opposing the tyranny of Rhiedra (shadows of Tibet?), the monster nation Droaam (are your characters fighting evil, murdering civilians or committing an act of war among nation-states?) You can ignore, address or modify any of these things to fit your needs. During 3e I run a game centered on the rights of Goblinfolk living in the lower parts of Sharn, featuring a gnomish reporter for Sharn's equivalent of the New York Post as an ongoing NPC. Think of the social and civil unrest in the '70s, but with magic. What some see as a problem I see as an opportunity. [/QUOTE]
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