Forgotten Realms vs. Eberron

daddystabz

Explorer
I am VERY intrigued by both settings and want to do a 4e campaign in one VERY badly. I know much more overall about Eberron but FR will be the first campaign setting released for 4e. I am reading through the 3.5 campaign setting books for each one trying to learn as much as I can about them in advance but I may have to end up doing 2 campaigns! One for each setting.

Sell me on one of these settings vs. the other! Why is one better than the other for my 4e setting? What makes each one unique and a blast to adventure in?
 

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Well.... they're both changing for 4e so the 3.5e books aren't really going to be accurate. My personal preference is FR. I like it due to the novels I've read I've gotten to know many parts of Faerun, and I enjoy the various locales. It offers a nice mix of locations and political influeneces. I love the Harpers (and all their meddling). I don't like that the archmages have absolute power (which is changing in 4e, I think). The pantheon is great and allows a wide breadth of deity selection, along with my favourite deity Hoar.

Eberron is more steampunk, magic is uesd like technology is today. There's planes, trains, and automobiles... ok that last one I made up. I like shifters, but not a fan of warforged.

I think it's really your preference, Faerun/FR is more of a traditional fantasy setting, but allows you to run whatever type of campaign you want (New World in Maztica, ninja/samurais in the Unapproachable East, etc.) whereas Eberron is a different flavour, more very high levels of magic...
 


A good friend of mine prefers Faerun for the reasons stated above, however, I disagree for a few reasons.

In Faerun gods are often frolicking around and being seen having sex with wizards or harassing sausage vendors in Waterdeep.

There is such an abundance of super high level NPCs that sometimes it makes you wonder why THEY don't solve the universe threatening problem instead of bumpkin level 8 PCs or whatever.

The setting is rich and complex, almost TOO much. Its difficult to introduce new players too as there is simply so much info and goodness crammed into an already cramped space. 4e will probably lighten and clean it up a bit.

Also, in 3.5/3.0 there was quite a lot of broken (read superpowerful) feats and classes in the faerun books.

For me I just feel that it tried to do too much, and emulate every fantasy ever, and ended up getting crammed full with sometimes great but often lackluster NPCs and pre-written stories.

Its a great setting for novels, but a pandering setting for actual adventure.


Just my opinion.


I prefer Ebberon because it has a much darker feeling to it, and POWERFUL npcs are incredibly rare, so, you know, a level 5 hero can actuall be a hero. In Faerun when you hit 20 its 'alright, now you are ready to play with the big boys', whereas in Ebberon its 'you are far and away the most powerful mortals on the planet, your every action can shape the future.

Plus ebberon is packed full of neat unsolved mysteries like the mournland, the giants, xoriat, xendrick, Vol, warforged, Karrn, etc. Wheras in Faerun, puzzles such as these are usually spelled out specifically somewhere, which is fine, but the vagueness allows for you to use them in your campaign and link them however you wish.
 

Eberron is more steampunk, magic is uesd like technology is today.

Um, "magic is used like technology is today" != steampunk. And it's also not an accurate way to describe Eberron. I think it's fairer to say that Eberron is more Renaissance-era high fantasy, where your typical D&D settings are medieval-era.

One of the design concepts was that low-level magic (I think the rule of thumb is, 2nd-level or lower spells or effects) is commonly available, either due to native spellcasting abilities or because of magical items. The dragonmarks are related to this: a significant segment of the population can generate very specific low-level effects from their dragonmark. The catch is that these "dragonmarked families" have worked very hard to use those dragonmarked abilities to either completely dominate a segment of the economy (Cannaith and artifice, Jorasco and healing) or invent new and unique trades (Vadalis offering magically-enhanced or "magebred" animals and mounts, Sivis making quick long-distance communication practical).

Many things in Eberron are intentionally different from "the way things ought to be" in traditional D&D. A cleric doesn't have to match their deities' alignment in order to receive spells, and Eberron is the first setting to step back from dragons being "color-coded for convenience". Darguun is a nation of goblinoids, kobolds can be seen roaming the streets of Sharn, and the lands of Droaam are ruled by medusae, minotaurs, and night hags. The giants of Eberron ruled a massive empire in Xen'drik in ages gone by.

Wizards is (so far) also trying to leave Eberron up to the individual DMs to flesh out; certain campaign elements have been intentionally left up in the air, such as "what caused the Day of Mourning that destroyed the nation of Cyre?" and "Who is the Lord of Blades?" Xen'drik is an entire continent that will never be thoroughly described, and there's even an in-game rationalization (the Traveller's Curse) as to why specific directions to a locale in one source or campaign may contradict directions in another source or campaign.

Wizards was trying to push a "noir mentality" in doing Eberron adventures, where the many and varied factions and conspiracies could be used to provide memorable twists (trusted NPCs may have a hidden agenda, shifting circumstances means that you may find yourself allied with the Blood of Vol cultists who were trying to kill you a few weeks ago, etc.). I don't think that's survived, especially in the few published adventures they've released, but the Inquisitives and Lanternlight Files lines of novels provide some good fodder. Oh yeah; novels are non-canonical unless otherwise referred to in source material (this has happened once that I can think of), which is one of the things that I grew to dislike about Forgotten Realms -- not because Wizards said the books were canonical, but many of the FR fans I've encountered treat them as if they were carved on stone tablets.

Eberron has a civilization which is heavily steeped in psionics -- the people of Riedra on the continent of Sarlona -- which is the most intriguing presentation of psionics I've seen in a D&D world; most others either ignore it outright or relegate to a minor section of the campaign setting (Dark Sun being a notable exception, IIRC). Every time I pull out the Secrets of Sarlona sourcebook, I itch to play a kalashtar monk stalking the mountains of Adar...

I didn't have a problem with 3.5e Warforged, but I also think I like the design changes in translating them to 4e; it should go a long way towards refuting the "they're just robots!" mindset people had.

As for the rest of the 3.5e -> 4e conversion, I'm excited to see what they have planned; they surprised me with the Warforged, I'm hoping they do so again with Artificers.
 

Eberron, in my mind, has a much more natural fit for 4E than FR; Keith Baker (the creator of Eberron) talks a bunch about this over on his LJ blog. The 3.5 Eberron books are going to be much closer to the 4E version than anything for FR, given the massive Realms Changing EventsTM their doing for it for 4E (not that I think they're needed...)

Other than that, I agree w/ the two posters above.
 

A bit about Eberron:

People tend to call it Magic Steampunk, but I disagree. While the magic-as-technology theme is VERY strong in the setting, I think the intended feel is a lot more pulp than steampunk.

Airships mimic the zepplins of the pulp universes, and there's nothing more memorable than fighting across your way across the top of a hurtling train -- err, lightning rail. The setting seems custom built for mad scientists (artificers), robots run amok (warforged) and Sherlock Holmes wanna-bes (Inquisitives).

I dunno, I guess I just see it as way more "Sky Captain and the World of Tomorrow" than "Steampunk."

Edit: Jelmore beat me to it.
 
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There is such an abundance of super high level NPCs that sometimes it makes you wonder why THEY don't solve the universe threatening problem instead of bumpkin level 8 PCs or whatever.

They're too busy saving the world from the other dangers your group is ignoring. The Terrasque isn't going to fight itself.
 

They're too busy saving the world from the other dangers your group is ignoring. The Terrasque isn't going to fight itself.

And what are the other 47,000 super high-level NPCs doing?

I know for a fact that innkeeper is an 18th+ level fighter.
 


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