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<blockquote data-quote="Remathilis" data-source="post: 3440124" data-attributes="member: 7635"><p>Count me in as an Eberronophile. My great love of the setting is it is a MODERNISTIC fantasy world. Many of the socio-political and religious elements of Eberron have more to do with the 20th century than the 12th. Sure, there are knights and longbows, but that is the trappings of fantasy (akin to why Star Wars has knights and "magic swords"). </p><p></p><p>Mercantile Monopolies, spies and intrigue. Religions based on faith, not the heavy-handed touch of "Gods walking among us". Adventurers and Magic having a place in society. Ancient magic that keeps magic mysterious while allowing 9th level spells. The role of nationalism and aftermath of war. The majesty (but somehow loneliness) of Sharn (an impossibly big city). Foe's older than time. A world where a druid, swashbuckler, warlock and ninja adventuring together isn't a ridiculous concept. A subtle twist on classic D&D foes. Technology and its role in shaping society. All of these things are possible in Eberron but impossible in a Tolkienish setting. </p><p></p><p>Its not everyone's cup of tea. But it is a great way to handle fantasy without relying on Fairy Tales and Mythology as the only source material. I applaud WotC for having the guts to make a setting that does stray from the norms, and in much the same way I could never see Dark Sun, Al-Quadim, or Spelljammer never become D&D's default assumption, I don't think Eberron is going to be the 4e setting either. Its just the biggest and most innovative setting WotC has done since Planescape, but its strength (being different) is also its weakness. YYMV.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3440124, member: 7635"] Count me in as an Eberronophile. My great love of the setting is it is a MODERNISTIC fantasy world. Many of the socio-political and religious elements of Eberron have more to do with the 20th century than the 12th. Sure, there are knights and longbows, but that is the trappings of fantasy (akin to why Star Wars has knights and "magic swords"). Mercantile Monopolies, spies and intrigue. Religions based on faith, not the heavy-handed touch of "Gods walking among us". Adventurers and Magic having a place in society. Ancient magic that keeps magic mysterious while allowing 9th level spells. The role of nationalism and aftermath of war. The majesty (but somehow loneliness) of Sharn (an impossibly big city). Foe's older than time. A world where a druid, swashbuckler, warlock and ninja adventuring together isn't a ridiculous concept. A subtle twist on classic D&D foes. Technology and its role in shaping society. All of these things are possible in Eberron but impossible in a Tolkienish setting. Its not everyone's cup of tea. But it is a great way to handle fantasy without relying on Fairy Tales and Mythology as the only source material. I applaud WotC for having the guts to make a setting that does stray from the norms, and in much the same way I could never see Dark Sun, Al-Quadim, or Spelljammer never become D&D's default assumption, I don't think Eberron is going to be the 4e setting either. Its just the biggest and most innovative setting WotC has done since Planescape, but its strength (being different) is also its weakness. YYMV. [/QUOTE]
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