[Eberron] Timeline Advancement?

What era would you like for Eberron in DDN?

  • 998 YK - the date used in 3.5 and 4E

    Votes: 53 55.8%
  • Jump ahead a few years

    Votes: 20 21.1%
  • Jump ahead a few decades or more

    Votes: 12 12.6%
  • Focus on an earlier period of history.

    Votes: 10 10.5%

The trick is that if we only had a single DDN book - as we only had a single 4E book - how do we make that provide new depth while also providing the vital core information to people who don't know the setting?

If you only have a single book, then my vote is very solidly for "stick with 998 YK". That way, you can cover a lot of ground quite quickly to give new players a feel for the setting, and then anyone who is interested can hunt down the 3e/4e books for more information, safe in the knowledge that what they're reading hasn't been invalidated by a change of time period.
 

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I am inclined to agree.


All of these seem like concrete suggestions to me, and I'd love to hear other ideas like this. If we focused on an area other than Sharn, what might people like to see? Stormreach is obviously a logical choice thanks to DDO, but like Sharn, it's also had a sourcebook already.
New Cyre seems a logical starting point, being quite central in the map and influenced by all aspects of the setting (and driving home the effects of the Mourning). Plus, it has a "small town" vibe, so that when PCs finally go to Sharn, they're amazed by that unique metropolis.
 

I would stick to the 998 timeline, but I'd go whole-hogged and make Eberron a massive module for pulp-adventure games. So, not only would Eberron be a new setting, but an entire module dedicated to playing D&D in Eberron.

You can reprint and hammer home the basic themes and a lot of the location material, but then also include tons of alternate rules, character options, etc. that take someone's D&D game and really spin it and make it into a unique experience. As it was in 4E and 3.5, Eberron was basically something you tacked onto D&D. Sure, you had some new feats and classes and the "Action Points".

But, Action Points? Seriously. That's what is going to give Eberron it's feel mechanically? I don't think so.

If you're going to reprint the setting, do it so that when we buy it, we have options that we can add to the core rules that change the game fundamentally, and make that change tailored to Eberron.

As it stands, it seems like D&D5e is going old school. But, Eberron campaigns transcend that style in a lot of ways. Give rules for pacing and intrigue. Factions and espionage. Hell, give the DM some rules for status and reputation tracking for patrons and players in the setting. Give us tools and advice for putting together a satisfying campaign with multiple twists and turns. How should we run a sandbox in Eberron? How do you do that? How should we?

Are there bits of the core game we can change to make an adventure or campaign feel like Eberron more?

That's what I want. I can read all day long about the next new place or NPC or whatever. But, that might not be something I can use in my game right now. There are only so many places I can highlight in my campaign and dedicate time and story to. However, I can always use more ways to make my campaign more Eberron.

With 5E's modularity, it seems like the perfect fit to really expand the game and say, "If you buy this setting, your game will ooze pulpy, train mystery, Indiana-jones style action adventure goodness because we've added rules and options to help you get that feel out of the D&D Next rules set."
 


Rules modules to incorporate with Eberron, CRAFTING! Artifice, Dragonmarks as a separate system rather than shoe horned into feats or rituals. If Eberron could showcase a PC crafting module, it would be fantastic and very fitting/ necessary to the setting.

Dragonmarks can utilize the theme mechanic, but that would be a retro-3.5 style feat mechanic. Background mechanic with a trait sweetner might work giving the skills each House thrives with.

How about a dream mechanic? The Quori are all but uncontested in Dal Quor.

Xoriat begs for a sanity module.
 

Thinking again on this. How about keeping the starting time as 998YK, but in a chapter on the nations of Khorvaire and beyond, put in the plot hooks, and schemes that are percolating and that would most likely develop due to the current environs.

One could easily mention that none of these might happen, or that all will be attempted depending on a DM's campaign. Some would even result in skirmish or outright restarting of war.

Sort of like the Timeline book for the Last war, but looking forward.
These are events that might happen...

edit** I realize that these plot hooks are usually mentioned throughout the book in the region/nation entries, as possible adventure ideas, but having them organized together in a potential timeline might
give an interesting new approach to presenting this information.
 
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P1NBACK said:
With 5E's modularity, it seems like the perfect fit to really expand the game and say, "If you buy this setting, your game will ooze pulpy, train mystery, Indiana-jones style action adventure goodness because we've added rules and options to help you get that feel out of the D&D Next rules set."

I wanna have your baby.

Er. I mean. Good post, man, I agree.
 

All of these seem like concrete suggestions to me, and I'd love to hear other ideas like this. If we focused on an area other than Sharn, what might people like to see? Stormreach is obviously a logical choice thanks to DDO, but like Sharn, it's also had a sourcebook already.

Why not focus on another of the "Big 4" nations?

Eberron has always seemed very "Breland-centric" to me. Pick another major power and present the world through the lens of that power.
 

Eberron has always seemed very "Breland-centric" to me. Pick another major power and present the world through the lens of that power.
Makes sense. And which would you want to see?

I was actually involved in an extended discussion about Cyre and Aundair on the WotC forums, but I haven't transferred it over to my website yet. I've also been doing a general weekly Eberron Q&A on my website, so if you have any topics you'd like to see covered, please ask here!
 

Makes sense. And which would you want to see?

I was actually involved in an extended discussion about Cyre and Aundair on the WotC forums, but I haven't transferred it over to my website yet. I've also been doing a general weekly Eberron Q&A on my website, so if you have any topics you'd like to see covered, please ask here!
Aundair or New Cyre.

Aundair has a very "rustic" countryside, somewhat removed from the arcane towers in distance and demeanor, and serves as a good "baseline" from which regular D&D fans can explore the weirder parts of the setting.

New Cyre gives you the option of not having a homeland, making you look at every nation in the setting with an "outsider's look".
 

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