Eberron -- What do you LIKE?


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Greatwyrm said:
Let's see, a question that probably doesn't violate an NDA...

Can you tell us how much input you had on the concept art? Did you have fairly direct control or just say "it should look kinda like..." and see what they came up with?

Somewhere in between. Christopher Perkins, Bill Slavicsek, James Wyatt and I spent a lot of time fleshing things out, both through email and when I was up there. I never dealt directly with any of the artists, but Chris sent me concept art as it was completed and I passed along comments and concerns. There are certainly elements that went through multiple revisions. Some things have ended up just as I originally envisioned them, others slightly different. As James said at the discussion, the artists also came up with a number of ideas of their own -- creatures, locations, or items -- that fit the tone so well that we found places for them in the world.

I'll also note that the art you've seen is only a tiny fraction of what's been done, and there's some great stuff still out there. I expect that more will leak out over the course of the next year.

-Keith
 

Like Teflon Billy, I like the Action Point system and the exploration of what a world would look like if it had D&D's reliable, mechanical magic.

I like the Talislanta/Dark Sun feel. By that I mean Cosmopolitan Fantasy--the journal gave me the impression that Eberron will have plenty of races and cultures, both alive and dead.

One worry I have is that if magic is so well utilized, where is the danger? If you can scry your foes and have a mobile, well-equipped magical military, why would wandering monsters be permitted to exist? It seems like adventures would run into the same difficulty as adventures in d20 Modern. In a world where magic and/or tech has tamed the wildnerness, it's tough to rationalize the simple dangers and joys of exploration. For example: widespread air power, while a neat idea, seriously limits danger--it's too easy to just "nuke from orbit".

That said, I'm very curious and will definitely follow its development.

-z
 

Greatwyrm said:
Does anyone have a copy of the handout that they can post for those of us who didn't make it to Indy?

i don't have a scanner. but you can beg JoeBlank or Olgar Shiverstone. i brought back copies for my group.:D
 


I like the cut of Ebberon's gib, so to speak.

The details so far have shown me elements I like: magical cities like something out of some of the classic pulp materials, like John Carter of Mars. I like the artwork I've seen.

It reminds me of Castle Falkenstein, Cadilliacs & Dinosuars, and the cartoon "Pirates of DarkWater" (at least the original miniseries, before it was completely defanged and lobotomized).

As for some of the more 'tech' aspects of the setting, there may be several elements at work. First, the social aspects of the setting may encourage magical cooperation, and the development of many of the elements that some find so alien to the D&D setting. There may be physical reasons, as well, such as a special material like floatstone or aetherium, making some things more practical.

For those who'd like an idea of how spellcasting might affect a more traditional D&D setting, get "Magical Medieval Europe". In fact, get it either way. No DM should be without it. Regardless, it contains some information to show how peasants are still more economical for most tasks than even golem manufacture, for example.

As far as the 'tamed the wilderness' aspect is concerned, I didn't get that impression at all, from what I've been hearing. It sounds more like America in the 1800s or India during English occupation....parts are very domesticated and urbanized, but other parts are virtually untouched by the hands of modern man. Ancient sites buried deep in jungles, not on any map; pirates haunting the coasts; scofflaws, trailblazers and adventurers on the lawless frontier...and so forth. The train system that wound it's way across such large nations had little to do with the space between it's destinations. Try taking the train between New York and San Franscisco wasn't a do-able proposition until 1869, and even then it wasn't exactly an easy trip, by modern standards.

In short, I'm intrigued, not disappointed.
 

Can someone tell a little bit more about the setting for the people who haven´t been at GenCon?

As far as I got it Eberron is a Magic/tech setting that has won the WotC contest.
 

Dismas said:

Wow. Very nice, now that I can actually make out the details. Vicious dinosaur-riding barbarian halflings, nomadic elven desert-dwellers, dwarven air-ship pilots, and the author of the document appears to a half-orc explorer. The lightning rail looks cooler, now that I can make it out more, as does the airship with the 'powerful' elemental ring.

It looks very Edgar Rice Burroughs.
 
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Sarellion said:
Can someone tell a little bit more about the setting for the people who haven´t been at GenCon?

As far as I got it Eberron is a Magic/tech setting that has won the WotC contest.

they said High Magic. the tech part is powered by magic. magic is common even to everyday life. growing crops, trade, politics are all touched by magic.

with Swashbuckling. and exploration.

elements of a long War.

PCs drive the story. not Uber NPCs.

several new core classes, PrC, and feats specific to the setting, but fully portable to other campaign settings.

will include Psionics.
 

What I like about it is the same thing I tried to illustrate in my campaign setting. It seems to be based during a golden era and not the millenia later where adventurers are always digging through old remains of something that used to be cool. I like the idea of foraging through old stuff and putting together clues (anthropology undergrad), but there's something to be said about being there at the height of things as well.
 

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