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<blockquote data-quote="shilsen" data-source="post: 3440871" data-attributes="member: 198"><p>This is one of the many, many big selling points of Eberron for me. From the time I started playing D&D, I always had trouble with the big disjunction (for me, at least) between the pseudo-medieval world of the default setting and the rules, which implied a very different world with some significantly modern aspects. I would add a lot of things in my own games which weren't house rules so much as applications of the rules to the world and the societies which they worked within. </p><p></p><p>Eberron, for me, did a lot of the things I already had in play, and did them very effectively. It not only considered the effect of magic on society, but also created a world/history/society that has some significant resemblances to ours and some huge differences. Which, for me, is always the way to go. From a gaming perspective, we need similarities between a setting and our own world to be able to grasp it. And we need significant differences, since any fictional setting, not having experienced our specific history and having significant components that don't exist in our world, should develop differently. Eberron could have done that combination a lot of different ways, of course, and in some areas doesn't go as far as I'd like it to have, but it definitely does so more than any setting I've encountered, and enough for me to really enjoy it.</p></blockquote><p></p>
[QUOTE="shilsen, post: 3440871, member: 198"] This is one of the many, many big selling points of Eberron for me. From the time I started playing D&D, I always had trouble with the big disjunction (for me, at least) between the pseudo-medieval world of the default setting and the rules, which implied a very different world with some significantly modern aspects. I would add a lot of things in my own games which weren't house rules so much as applications of the rules to the world and the societies which they worked within. Eberron, for me, did a lot of the things I already had in play, and did them very effectively. It not only considered the effect of magic on society, but also created a world/history/society that has some significant resemblances to ours and some huge differences. Which, for me, is always the way to go. From a gaming perspective, we need similarities between a setting and our own world to be able to grasp it. And we need significant differences, since any fictional setting, not having experienced our specific history and having significant components that don't exist in our world, should develop differently. Eberron could have done that combination a lot of different ways, of course, and in some areas doesn't go as far as I'd like it to have, but it definitely does so more than any setting I've encountered, and enough for me to really enjoy it. [/QUOTE]
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