Henry said:
I'd love to see more about Q'Barra -- the "lost world" feel of the place just makes me itch to run something there, and more plot hooks are always welcome for the place.
I also want more about Q'B.... though I don't know that it needs it. I see it as basically being Deadwood-in-DnD. Plunk down a crazed border town (Diamond Lake?) and you are good to go.
Henry said:
Karrnath is a cool place, too -- the place's "Slavic Fatalistic" feel (for lack of better terms) coupled with their views on Death and Undeath, would be fascinating to explore.
I also was getting strong Russian influences, but the prevalence of death cults, undead warriors and the war colleges has made it hard for me to nail down what it would be like. My hope is that Five Nations really drills down into it.
Henry said:
Talenta plains/barrens and the Halflings would be an excellent place to set some adventures with the looooooooosest of Wild West themes, especially pitting the Talenta against the Valenar and the Karrnathi (ambushes, village robberies, robberies of caravans on lizard-back, etc.)
The plains halfling thing thrills me. I think the region is super strong, both because the PCs can travel freely, the most powerful people are a clan of innkeepers, dinosaur riding is cool, and so forth. Shame its not in Five Nations.
Henry said:
And I've been brimming with plenty of ideas about the Demon Wastes, recently.
I found this area the hardest to grasp... It is hard for me not to see any campaign set here as "the last half hour of a Call of Cthulhu campaign, on repeat".
Joshua Dyal said:
That's a good point. I'm currently running a Pbp game right here set in Greenblade, a little town I found on the map on the shores of Silver Lake kinda in the border areas between Breland, the Eldeen Reaches and Droaam. With a few modifications, I'm using the keyed map and description of Diamond Lake from the Age of Worms adventure path as a stand-in for the town.
This sounds very interesting. Is there an archive availible?
Kamikaze Midget said:
This would be generally accurate; the storyline and the setting are always very entwined,...
Like JD said I think we have a winner. I like the idea that the game has legs and can run and run and run and then when it ends another campaign can start in the same world and the same NPCs (or even PCs) can make cameo appearances.
-Not- to be aggressive but I feel that deciding those kinds of things in advance (its in Carceri, it will go on for a finite time, the characters will be changed, the primary themes will be freedom, and bondage) limits players abilities to help contribute to the story freely.
On the other hand... I've become a bit of a slacker as a DM. I want player input into the world, I encourage it and I try to use it to keep the game fresh and people involved. I can't do the mental heavy lifting of creating an entire themed campaign every couple of months.
I have to admit that I wouldn't include this as "Homebrewing". Taking an existing, heavily-detailed, setting (Planescape I'm assuming) and blowing up on a specific area is precisely the kind of thing that I see as standing in opposition to Homebrewing. (but that's another conversation)
Kamikaze Midget said:
So this is probably related to why I'm not into Eberron currently. It's easy to plunk down any character in Eberron. But it takes a lot of effort to inject Eberron into the characters. The same is true with plots and storylines. It's easy to plunk down a plot in Eberron. But how does it differ, in Eberron, from the plot done anywhere else? What does Eberron have to sell it?
Its funny but the reason why I'm soured on other settings right now is that anything I create for Eberron is so *tough* to move outside of Eberron.
Example: I created a hobgoblin wizard NPC (who the PCs have, unknowingly, avoided about six times). I love him, as a character, because of his family background (i.e. he is a descendent of a specific semi-famous Hobgoblin (that I made up) who did not betray House Denith when the rest of the hobgoblins did and was killed for it. I've made it a bit vague as to why this father figure fought the rebels but the point is that his son is very intently focused on the idea of honor and that his father was honorable while the rest of his race wasn't. The House has taken extremely good care of the hobgoblin's sons (partially because they want to obviously reward loyalty, partly because the son is gifted, and partially because he's a hobgoblin and they need to remain more in touch with the Hobgoblins they are stuck continuing to use for missions). So he's had the best of everything including going to the best magical colleges in Aundair, etc.
He's engaged in an almost quixotic quest for lost goblinoid artifacts (backed by the House) that would let him gain a measure of say in a new hobgoblin kingdom that he is strongly ambivalent about on a personal level.
He's not evil, he's not good, he could really be any character class, but he is very strongly motivated and, in his capacity as an extremely aggressive treasure hunter, can bump into PCs as a recurring antagonist. If he wins the first few encounters the PCs will loath him, but he represents a much more civilized world.
This character, and people like him who are motivated by connections to the merchant houses and kingdoms of the world are virtually impossible to "port" to another setting.
Kamikaze Midget said:
I think that's a really good idea, and definitely could start approaching what is different about Eberron rather than how easily it can accommodate anything. It can easily accommodate everything, and that's good. Help me instead to take the feel that is Eberron's special product and put it into my game. Help Eberron *change* the campaigns I run.
I think this really calls for a new
thread.
[Edit: Added link to new thread.]