RedFox
First Post
Imaro said:I think Eberron is okay, but I'm going to play Devil's advocate and ask: arent these just tropes for the setting?
Couldn't the first be done on a runaway merchant caravan, transporting a noble that is attacked by necromancers who haave hired a band of mercenaries, some of which are barbarians who "channel the spirit of their ancestors" through their ability to rage, galloping their horses alongside the wagons or carriages. While a band of halfling brigands who have trained griffons attack from the air with boomerangs?
The second is dropping into a jungle area, enslaved by a barbaric, exiled drow house to look for a "laser weapon(not sure if this is actually an Eberron-esque trope)" that was lost being transported from Blackmoor and can level cities. Only to have it stolen from them by agents of the Scarlet Brotherhood who might be willing to use it to start a war.
Aren't these essentially the same adventures? I will admit that Eberron has it's own flavors but I'm not sure I agree if Eberron promotes "adventure" more than any other campaign setting.
You want adventure with a capital A and no boundaries, I say Planescape was actually the setting that facilitated this best. Just my oppinion
Well, Eberron has a very pulp aesthetic, which encourages a fast-paced, action-driven experience that isn't a default assumption in most fantasy settings (and certainly not stock D&D).
People may be overstating their case in Eberron's favor with regard to it being "all about adventure," in comparison to other settings. Just because a setting isn't pulp or action-oriented doesn't mean it's not as good for adventuring as Eberron.
It is true that Eberron's pulp vibe is certainly rife with action-packed adventure and exotic locales. One of its other main strengths is playing to familiar set-dressing but "modernizing" it, or simply twisting it so that's a little newer; a little fresher. That's why we've got elves and dwarves and whatnot, but they're all just a little bit different, and generally in ways that play with our expectations in a deliberate attempt to surprise us and grab our interest.
However it's plain that Eberron was designed with a canny and trained eye looking to create a setting where plot hooks and adventure dangle everywhere. I think the pulp and noir and "same but different" twists would have fallen flat if not for that core attribute. Eberron is, above all else, a gameable setting.