Graf
Explorer
KM,Kamikaze Midget said:I don't see any reason to run an Eberron game instead of a homebrew.
I've read your posts with enjoyment over the years here and on other boards. At the same time I have to say something.
Most Homebrews suck.
Most of the worlds are boring and derivative, and most of the games run in them are harmed by the fact that they are located in a homebrew.
Generally people who homebrew are finicky people who have difficulty sharing the storytelling for their players and need to make up lots of extra rules to deny access to options and assert their control.
Some homebrews are of course great and many fantastic campaign settings (GH, SL, and FR) were all somebodyfs homebrew at some point. But that original spark of creatively was loving published by gifted little fanboys who forgave employment in other sectors of the economy where they could make decent money to make DnD more fun for people.
So the big thing Eberron offers over a homebrew isn't really that itfs easy. Itfs that it's an actual functioning, balanced campaign setting that has been worked on by a number of gifted geeks instead of somebody's sand-box-of-the-mind.
If you are asking what Eberron offers over settings? The list is pretty big.
(Primitive Screwhead covered a lot of good ground)
One difference that my players have been remarking positively upon:
It's got ambivalence towards alignments; neither race nor church membership nor divine spell casting is any indication of a persons alignment. Great pains have been taken to make the world support "evil people doing good things for your side". If you like Maltese Falcon style DnD with intrigue its better at that than other settings.