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<blockquote data-quote="Love of Awesome" data-source="post: 5403549" data-attributes="member: 95656"><p>Some of the things that drew me into Eberron were:</p><p>1. You can run a fantasy version of any action, mystery, suspense film ever made. A lot of science fiction stories translate well into the setting also. </p><p>2. Dieselpunk Elements.</p><p>3. There are all kinds of interesting PC concepts to explore. You could have a group with a caped crusader who wears a knight helmet as a mask who is called The Hound", a singer who is trying to start the "new" trend in Khorvaire who somehow keeps getting sucked into crazy adventures, a sentient construct trying to figure out his place in the world, and a repentant mafia member shapeshifter, and it wouldn't seem the slightest bit out of place in Eberron. Try doing this in any other setting....</p><p></p><p>Some important differences in Eberron to Traditional D&D is:</p><p>1. Grey Morality. Alignment has no presidency in determining a characters actions. For instance you have a NG queen who wants war so that she can attain the throne of Galifar, and you have a LE vampiric tyrant who wants nothing more than peace, and to rebuild his crumbled nation to splendor. You have a LG organization who almost completed a genocide against an entire group of creatures who weren't all evil to begin with. You could have a CE character who really is just a rebelious teenage punk, who likes to break minor rules, and cause mayhem, but could never kill anyone or cause anyone serious harm. Does he need to be punched? Probably, but he doesn't deserve to be beheaded or anything. He'll probably grow out of this phase anyway. </p><p></p><p>Another thing to keep in mind is that monsters aren't bound by traditional limits to alignment. For instance you could have a gold dragon who is a horrid, sadistic villian, while you have a red dragon who is a noble, kind soul with a love in his heart for all of the creatures in his domain. I mean a black dragon, and a group of orcs helped to save the world from cosmic horrors, and bound them to Khyber. Probably the only other race to sacrifice more to save the world than the orcs, are the Coutl.</p><p></p><p>2. Unexpected twists. Today, you could be fighting the Inspired to save the kalashtar orphans from their evil clutches, while the next day you could be fighting alongside them to save the world from the destructive forces of the lord of dust. </p><p></p><p>3. The PC's are the heroes. the average person is a level 1 commoner, with characters above level 5 extremely rare. Most of the epic level characters are villains. The PC's are the ones who stop these villains. By level eight your, your own best friend at this point. </p><p></p><p>Another thing that helps to define PC's are action points. Basically there extra die rolls that help them out in tight situations. </p><p></p><p>This is all i've got at the moment. I have to go.</p></blockquote><p></p>
[QUOTE="Love of Awesome, post: 5403549, member: 95656"] Some of the things that drew me into Eberron were: 1. You can run a fantasy version of any action, mystery, suspense film ever made. A lot of science fiction stories translate well into the setting also. 2. Dieselpunk Elements. 3. There are all kinds of interesting PC concepts to explore. You could have a group with a caped crusader who wears a knight helmet as a mask who is called The Hound", a singer who is trying to start the "new" trend in Khorvaire who somehow keeps getting sucked into crazy adventures, a sentient construct trying to figure out his place in the world, and a repentant mafia member shapeshifter, and it wouldn't seem the slightest bit out of place in Eberron. Try doing this in any other setting.... Some important differences in Eberron to Traditional D&D is: 1. Grey Morality. Alignment has no presidency in determining a characters actions. For instance you have a NG queen who wants war so that she can attain the throne of Galifar, and you have a LE vampiric tyrant who wants nothing more than peace, and to rebuild his crumbled nation to splendor. You have a LG organization who almost completed a genocide against an entire group of creatures who weren't all evil to begin with. You could have a CE character who really is just a rebelious teenage punk, who likes to break minor rules, and cause mayhem, but could never kill anyone or cause anyone serious harm. Does he need to be punched? Probably, but he doesn't deserve to be beheaded or anything. He'll probably grow out of this phase anyway. Another thing to keep in mind is that monsters aren't bound by traditional limits to alignment. For instance you could have a gold dragon who is a horrid, sadistic villian, while you have a red dragon who is a noble, kind soul with a love in his heart for all of the creatures in his domain. I mean a black dragon, and a group of orcs helped to save the world from cosmic horrors, and bound them to Khyber. Probably the only other race to sacrifice more to save the world than the orcs, are the Coutl. 2. Unexpected twists. Today, you could be fighting the Inspired to save the kalashtar orphans from their evil clutches, while the next day you could be fighting alongside them to save the world from the destructive forces of the lord of dust. 3. The PC's are the heroes. the average person is a level 1 commoner, with characters above level 5 extremely rare. Most of the epic level characters are villains. The PC's are the ones who stop these villains. By level eight your, your own best friend at this point. Another thing that helps to define PC's are action points. Basically there extra die rolls that help them out in tight situations. This is all i've got at the moment. I have to go. [/QUOTE]
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