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[Eberron] Timeline Advancement?
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<blockquote data-quote="Novem5er" data-source="post: 5936245" data-attributes="member: 57859"><p>I'll be honest, I'm not sure if any of the other Five Nations stand strong enough on their own to serve as a center piece to an Eberron campaign book. I would love to see some other areas details (I've mentioned Droaam and Karrnath already), but I think Breland and Sharn are a great focus.</p><p></p><p>If anything, maybe zoom out a bit and focus on Khorvaire more equally. There are just so many interesting places to explore, but like a jigsaw puzzle, no one piece dominates the picture on its own.</p><p></p><p>To me, Eberron has always screamed Casablanca with swords and mages, and you need full bodied international intrigue and tension for that to work.</p><p></p><p>I'll reiterate my idea that a new Eberron book should sell "systems" as much as the setting. Give players a crunchy system for designing, piloting, and fighting airships and you are going to sell some books. I'm not sure how an "intrigue" system would work; maybe this would be less rules crunchy and more of a DM support system like flow charts and plot advice.</p><p></p><p>A "system" that I would love to see in any game is <strong>archeology</strong>. Eberron has such a deep history behind it, with long-dead fantastical civilization that an archeology system would work amazingly. In an archeology system, I see a catalog of cultural details that a DM could use to describe ancient ruins and dungeons.</p><p></p><p>Instead of rolling "ancient lore" as a skill check, the DM could have a consistent description of pictographs and architecture for an Age of Demons site. Keeping the descriptions consistent creates a sense of historical continuity between sites and helps make the world more believable.</p><p></p><p>Extend this to treasure and the story can extend along with it. Coins from an old Goblin ruin might have significance , which can be done with a roll now, but it would be neat for actual players to have knowledge to solve puzzles and put two-and-two together.</p><p></p><p>Wouldn't it be neat if players disarmed a trap in a Goblin Age dungeon because they've learned the habits of Goblin Age trap designers, rather than just rolling verses a static DC?</p><p></p><p>Just some ideas.</p></blockquote><p></p>
[QUOTE="Novem5er, post: 5936245, member: 57859"] I'll be honest, I'm not sure if any of the other Five Nations stand strong enough on their own to serve as a center piece to an Eberron campaign book. I would love to see some other areas details (I've mentioned Droaam and Karrnath already), but I think Breland and Sharn are a great focus. If anything, maybe zoom out a bit and focus on Khorvaire more equally. There are just so many interesting places to explore, but like a jigsaw puzzle, no one piece dominates the picture on its own. To me, Eberron has always screamed Casablanca with swords and mages, and you need full bodied international intrigue and tension for that to work. I'll reiterate my idea that a new Eberron book should sell "systems" as much as the setting. Give players a crunchy system for designing, piloting, and fighting airships and you are going to sell some books. I'm not sure how an "intrigue" system would work; maybe this would be less rules crunchy and more of a DM support system like flow charts and plot advice. A "system" that I would love to see in any game is [B]archeology[/B]. Eberron has such a deep history behind it, with long-dead fantastical civilization that an archeology system would work amazingly. In an archeology system, I see a catalog of cultural details that a DM could use to describe ancient ruins and dungeons. Instead of rolling "ancient lore" as a skill check, the DM could have a consistent description of pictographs and architecture for an Age of Demons site. Keeping the descriptions consistent creates a sense of historical continuity between sites and helps make the world more believable. Extend this to treasure and the story can extend along with it. Coins from an old Goblin ruin might have significance , which can be done with a roll now, but it would be neat for actual players to have knowledge to solve puzzles and put two-and-two together. Wouldn't it be neat if players disarmed a trap in a Goblin Age dungeon because they've learned the habits of Goblin Age trap designers, rather than just rolling verses a static DC? Just some ideas. [/QUOTE]
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[Eberron] Timeline Advancement?
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