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Have you been disillusioned by Eberron?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2418953" data-attributes="member: 20805"><p>Eberron is one of the only campaign settings I have willingly run 'out of the box', and the main reason for that is that the worlds history and politics are in the campaign book.. not in some 45 book series that I would have to read in order to clean the nuances of high powered interactions. Its mostly in the main book. </p><p></p><p> The best part of the settings are the built in conflicts.. the 5 Nations, Darguun, Draom, hunting for shards, Valenar vs Karnnath, Inspired vs Kalashtar, Silver Flame vs Lycan.</p><p>Even in the sourcebook for Sharn thier are multiple..and competing.. theives guilds.</p><p> Dropping into espionage, as one of the modules displays, there are plot lines galore.</p><p> </p><p>The initial modules were mainly a grand tour of the setting.. and I was gratefull to use them in getting my feet wet. My current campaign is focused on the Druidic Order of the Guardians and a massive plot line by the Delkyr to break one of the seals keeping Xoriat at bay... the group is only 2nd level right now, but the machinations are in play. </p><p> {yes, it is a PC's must save the world.. but not because they are the only ones who have the abilities.. its bacause they will be the only ones who know of the danger until it is too late}</p><p></p><p>Eberron is best for non-epic play. Its not 'normal' DnD. Its DnD with a richly developed, and plausible, history.</p><p></p><p>Also.. the whole thing with the train? Dudes. It tops out at 30 mph. A Magebred horse can go faster than it. Its main use is hauling heavy cargo and beats normal cavans by virtue of travelling all day. {not to mention not having to carry feed for the Oxen} Its a great place to run 'murder on the Orient Express' and have wild west ambush scenes. Also nice for getting PC's from point A to point B rather quickly.</p><p></p><p>For me, Eberrons selling point is the depth of the potential plot-lines. They are not neatly laid out for you, and there is no humongous meta-lot spanning the entire setting. Instead there are ..umm... 'individual stringettes' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Potential plotlines hiding in the warp and woof of the world that a DM can emphasis or ignore. The whole Dal'Quor situation is enough to numerous campaigns.</p><p></p><p>Anyway.. thats my 2 cents.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2418953, member: 20805"] Eberron is one of the only campaign settings I have willingly run 'out of the box', and the main reason for that is that the worlds history and politics are in the campaign book.. not in some 45 book series that I would have to read in order to clean the nuances of high powered interactions. Its mostly in the main book. The best part of the settings are the built in conflicts.. the 5 Nations, Darguun, Draom, hunting for shards, Valenar vs Karnnath, Inspired vs Kalashtar, Silver Flame vs Lycan. Even in the sourcebook for Sharn thier are multiple..and competing.. theives guilds. Dropping into espionage, as one of the modules displays, there are plot lines galore. The initial modules were mainly a grand tour of the setting.. and I was gratefull to use them in getting my feet wet. My current campaign is focused on the Druidic Order of the Guardians and a massive plot line by the Delkyr to break one of the seals keeping Xoriat at bay... the group is only 2nd level right now, but the machinations are in play. {yes, it is a PC's must save the world.. but not because they are the only ones who have the abilities.. its bacause they will be the only ones who know of the danger until it is too late} Eberron is best for non-epic play. Its not 'normal' DnD. Its DnD with a richly developed, and plausible, history. Also.. the whole thing with the train? Dudes. It tops out at 30 mph. A Magebred horse can go faster than it. Its main use is hauling heavy cargo and beats normal cavans by virtue of travelling all day. {not to mention not having to carry feed for the Oxen} Its a great place to run 'murder on the Orient Express' and have wild west ambush scenes. Also nice for getting PC's from point A to point B rather quickly. For me, Eberrons selling point is the depth of the potential plot-lines. They are not neatly laid out for you, and there is no humongous meta-lot spanning the entire setting. Instead there are ..umm... 'individual stringettes' ;) Potential plotlines hiding in the warp and woof of the world that a DM can emphasis or ignore. The whole Dal'Quor situation is enough to numerous campaigns. Anyway.. thats my 2 cents. [/QUOTE]
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