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Have you been disillusioned by Eberron?
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<blockquote data-quote="I'm A Banana" data-source="post: 2424094" data-attributes="member: 2067"><p>I do pretty much agree. A published campaign setting offers many things that it would take some time and complications to do, and in the end the more poeple working on it the more solid and coherent it will be instead of being subject to the DM's whim. And I'm not begrudging anyone who finds Eberron to be loads of fun their loads of fun.</p><p></p><p>However, it doesn't do what it needs to do to impress me on a personal level. I'm very used to homebrewing, and I run a new campaign setting every couple of months. I don't live in any one world for longer than it takes the PC's to solve their problem in it, usually. "Boring and derivitive" is hard to achieve when in January you're playing a leather-clad orc in a postapocalyltic planet dying from the lack of fey, and then by October you're playing a space ninja in an Oriental Adventures IN THE FUTURE kind of campaign. Eberron doesn't give me anything I need Eberron for. That's not to say others might not get anything out of it, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, like Pants said, it's only been a year. Maybe once the writers get this warforged fetish out of their systems, we'll see some support for what makes Eberron unique. Prestige classes, feats, encounter tables, perhaps exotic locatoins for adventuring in Xen'drik. Perhaps involving Eberron's mild connection to space-fantasy (mmmmm). Perhaps helping those who want to explore their death-cult island elves, or tribal halflings. Things regarding working with international politics in the post-war five nations. Things that Eberron does that are not easily portable, and that make Eberron distinctive. </p><p></p><p>This isn't the same thing as advancing the world's timeline or anything like that. Merely giving DM's and players specific tools for handling what should make Eberron different from most settings out there. Dealing with the world, not just the world's mechanics.</p><p></p><p>I now return you to your regularly scheduled "BU being a grumpy old man who doesn't like these kids these days with their jazz music." <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=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2424094, member: 2067"] I do pretty much agree. A published campaign setting offers many things that it would take some time and complications to do, and in the end the more poeple working on it the more solid and coherent it will be instead of being subject to the DM's whim. And I'm not begrudging anyone who finds Eberron to be loads of fun their loads of fun. However, it doesn't do what it needs to do to impress me on a personal level. I'm very used to homebrewing, and I run a new campaign setting every couple of months. I don't live in any one world for longer than it takes the PC's to solve their problem in it, usually. "Boring and derivitive" is hard to achieve when in January you're playing a leather-clad orc in a postapocalyltic planet dying from the lack of fey, and then by October you're playing a space ninja in an Oriental Adventures IN THE FUTURE kind of campaign. Eberron doesn't give me anything I need Eberron for. That's not to say others might not get anything out of it, of course. :) Also, like Pants said, it's only been a year. Maybe once the writers get this warforged fetish out of their systems, we'll see some support for what makes Eberron unique. Prestige classes, feats, encounter tables, perhaps exotic locatoins for adventuring in Xen'drik. Perhaps involving Eberron's mild connection to space-fantasy (mmmmm). Perhaps helping those who want to explore their death-cult island elves, or tribal halflings. Things regarding working with international politics in the post-war five nations. Things that Eberron does that are not easily portable, and that make Eberron distinctive. This isn't the same thing as advancing the world's timeline or anything like that. Merely giving DM's and players specific tools for handling what should make Eberron different from most settings out there. Dealing with the world, not just the world's mechanics. I now return you to your regularly scheduled "BU being a grumpy old man who doesn't like these kids these days with their jazz music." ;) [/QUOTE]
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