Eberron's Worth...

I like Eberron to an extent. I like the adventures, which give a very action-packed and interesting feel, even if I do have to dramatically tweak them to eliminate some of the uber-conspiracy junk that makes no sense.

I don't like the setting, because I prefer something lower magic. I don't understand why so many people get up in arms about it, though. Sure, it's not traditional D&D, but neither was Dark Sun, Planescape, or Spelljammer, and those seem to be revered by a lot of the same people who hate on Eberron.

Ten years from now, when Eberron is canceled and we've still got the Realms, I'm sure a lot of folks will be wistfully wishing D&D could have something more unique like good ol' Eberron.
 

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I have been DMing Eberron since August of the year it was released and we are enjoying it greatly. There are many things about it different that can affect game play (Electric rail / airships) but it is still a world of adventure.

Adventure.

That is what it is all about. More than most worlds, Eberron is about adventure and why one would adventure. The uncertainity, the intrigue, the danger.... its all there.

My players and I are thourghly enjoying it.
 

In case anyone wonders if I defend Eberron because I run games in it, then you should know that I don't.

I run Iron Kingdoms.

Which has railroads and robots....

And magic taking the place of some forms of technology....

Never mind. :p

The Auld Grump
 

You missed the subtleness of it. They are clannish. Have deep codes of honor. Control the banking and much of the wealth. Obsessed with treasure. Easily offended.

They're the Eberron MAFIA!

True, but I guess that doesn't seem very un-dwarf-like to me. Dwarves have always been very concerned with "material wealth," so minting coins and controlling fantasy banks has been pretty common IMXP. It's not very different. They could have emphasized the barbarism, that would have been pretty different. The dwarves have the making of a brutal military empire, but it's usually ignored. They could have also worked with a "scholarly dwarf" angle as keepers of ancient knowledge and history.

But they went pretty stereotypical for dwarves. Which is kind of a missed opportunity.
 

I personally don't find Eberron my cup of tea for fantasy flavor. Obviously it has its fans so I'm not going to say WOTC should not support it, but I hope it never becomes the default setting, as that would turn me off to D&D as a game system.
 

Kamikaze Midget said:
But they went pretty stereotypical for dwarves. Which is kind of a missed opportunity.


I agree that they ended up pretty stereotypical for dwarfs, but they did take a different path to get there. Migrants from the Frostfell, formed from the honorless types forced out of a real dwarf kingdom which is now ruined by Aberrations... there's stuff there, but it's fairly typical in game.
 

I agree that they ended up pretty stereotypical for dwarfs, but they did take a different path to get there. Migrants from the Frostfell, formed from the honorless types forced out of a real dwarf kingdom which is now ruined by Aberrations... there's stuff there, but it's fairly typical in game.

Right. Which is why it's a minor beef. And the major beef (mechanics of warforged) can still be worked around. Which is why I like Eberron in general.

I'd say I'd much rather play in the game than run it, though I haven't had a chance to do that. :)
 

Imaro said:
1.)action points:These things are so rare and so weak as to almost be a non-issue in getting PC's to do heroics.
From various comments, I've found this feeling varies from campaign to campaign.

I do think this is a great area for experimentation. Action Points do add to the heroic pulpish feel. However, I do think they can be tweaked for a more heroic feel (especially in powergamer groups).

2.)The direction the supplemental books took. I don't understand why we have books on Sarlona, Xendrik, etc. and no book to finish Khorvaire(Valenar, the monster kingdoms,etc.)
I'm not wholly satisfied with the order of release of the books. Five years from now it won't matter. Personally, I want to see the other nations covered (in fact, I'd prefer a gazetteer format ala Mystara/the Known World). I'd also like to see a planar book (because the planes are very different from the other D&D worlds, but aren't explored at all).

JeffB said:
When I crack open the 1E PHB/DMG/MM or Holmes basic for example, I'm not seeing/reading much in the way of "modernistic". At all.
It's not really medieval, either. In fact, medieval doesn't really work with the system assumptions.

The modernistic feel is purely a player perspective. Most D&D players aren't intimately familiar with a medieval campaign feel. They tend to look at life from a modern perspective and that perspective colors every game.
 

zoroaster100 said:
Obviously it has its fans so I'm not going to say WOTC should not support it, but I hope it never becomes the default setting, as that would turn me off to D&D as a game system.
I'm a big fan of the setting myself. It's the perfect setting for me, and Keith's ideas and mine seem to be very compatible (which I'm not surprised with). However, I don't feel Eberron is appropriate for the default setting. I think anyone who thinks it's heading this direction is deluding themselves.
 

Kamikaze Midget said:
True, but I guess that doesn't seem very un-dwarf-like to me. Dwarves have always been very concerned with "material wealth," so minting coins and controlling fantasy banks has been pretty common IMXP. It's not very different. They could have emphasized the barbarism, that would have been pretty different. The dwarves have the making of a brutal military empire, but it's usually ignored. They could have also worked with a "scholarly dwarf" angle as keepers of ancient knowledge and history.

I think the thing to keep in mind is that House Kundarak != all of the dwarves. The other dwarves are, in fact, a lot more barbaric and chaotic. It's only recently that they've been forced to solidify into one organized nation because of outside pressures.
 

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