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Have you been disillusioned by Eberron?
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<blockquote data-quote="mhacdebhandia" data-source="post: 2423097" data-attributes="member: 18832"><p>You've fallen victim to the single greatest misconception about Eberron.</p><p></p><p>The selling point was never "Everything ever produced for D&D can and must be used with this world!"</p><p></p><p>The selling point was "Everything in the core rules has a place in this world in a way which makes sense."</p><p></p><p>All those crazy aberrations in the Monster Manual? Creations of the event that formed the Mournland, spawned by Khyber the Dragon Below, or the tools of the daelkyr of Xoriat. Half-elves and half-orcs as widespread races in their own right? Millennia-old, true-breeding peoples with logical reasons for having a sense of racial identity.</p><p></p><p>Now, it's true that elements from the <em>Complete<em> series have found a place in Eberron just like everything in the core rules - Keith Baker has written articles suggesting that warlocks from <em>Complete Arcane</em> are very thematically appropriate for the Cults of the Dragon Below and for Xoriat, the Realm of Madness, for instance. But the marketing line has never been that every single little thing in every single D&D book has been shoehorned in to Eberron - just that, perhaps, since everything in the core rules fits in somewhere, most things in supplements will fit in too, but then again one would hope that was true for every official setting.</em></em></p><p><em><em></em></em></p><p><em><em>The real selling point of Eberron is, to my mind, that it was designed for the most current version of the game. This encompasses the marketing slogan of "Everything in the core rules is in here!" but says much more about what makes the world cool.</em></em></p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 2423097, member: 18832"] You've fallen victim to the single greatest misconception about Eberron. The selling point was never "Everything ever produced for D&D can and must be used with this world!" The selling point was "Everything in the core rules has a place in this world in a way which makes sense." All those crazy aberrations in the Monster Manual? Creations of the event that formed the Mournland, spawned by Khyber the Dragon Below, or the tools of the daelkyr of Xoriat. Half-elves and half-orcs as widespread races in their own right? Millennia-old, true-breeding peoples with logical reasons for having a sense of racial identity. Now, it's true that elements from the [i]Complete[i] series have found a place in Eberron just like everything in the core rules - Keith Baker has written articles suggesting that warlocks from [i]Complete Arcane[/i] are very thematically appropriate for the Cults of the Dragon Below and for Xoriat, the Realm of Madness, for instance. But the marketing line has never been that every single little thing in every single D&D book has been shoehorned in to Eberron - just that, perhaps, since everything in the core rules fits in somewhere, most things in supplements will fit in too, but then again one would hope that was true for every official setting. The real selling point of Eberron is, to my mind, that it was designed for the most current version of the game. This encompasses the marketing slogan of "Everything in the core rules is in here!" but says much more about what makes the world cool.[/i][/i] [/QUOTE]
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