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Have you been disillusioned by Eberron?
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<blockquote data-quote="fuindordm" data-source="post: 2426293" data-attributes="member: 5435"><p>I haven't seen any sign of power creep yet.</p><p></p><p>It requires no more DM skill than any other setting; in fact, I've found it to be remarkably DM-friendly. The world is large enough that anyone can find a story in it to interest them. The constant flow of information from KB is just gravy, and hardly essential.</p><p></p><p>It it remarkably adaptable at providing context for other books, as the Eberron Expanded web series should prove. Feats, monsters, classes, prestige classes, spells, and magic items are easy to place. The only category of rule expansion that is not so easy is new PC subraces; KB has stated several times that he doesn't like them, and that he prefers his races to diverge culturally rather than game-mechanically.</p><p></p><p></p><p></p><p>Eberron feels more like D&D to me than Forgotten Realms, which feels like the D&D version of Disneyworld and Epcot Center. It feels more like D&D to me than Greyhawk, which bears too many scars from being one of the first of its kind. Eberron feels like D&D to me because it gives all of the core rules a societal context, and provides numerous places to include non-core material. If the world really worked as the core rules described, it would look like Eberron.</p><p></p><p>It's true that the warforged, lightning rail and airships all contirbute to a techno/anime feel. This can be a turnoff for those whe prefer traditional fantasy. I felt a bit of that myself at first, but it didn't take long for me to embrace it. The lightning rail and airships allow you to place adventures all over the continent and get the party to exotic places quickly. The new, far from being robots and mutants, allow for some fascinating role-playing opportunities that are hard to explore with the traditional stereotypes.</p><p></p><p>Take a closer look at the features of Eberron that you find disconcerting, and you'll find that they always give much more than they take away.</p><p></p><p>Another example: "Dinosaur-riding halflings? That's not traditional fantasy! Dinosaurs have no place in a medieval society!!" BUT... it enables mounted combat for small characters. It gives halflings a point of racial identity and pride that twenty years of Dragon articles never achieved. Who wants their hero to ride a german shepherd? But a fast, vicious dinosaur--that's cool. A flying dinosaur--even cooler. Halfling paladin with a celestial dinosaur mount? Tasy!</p><p></p><p>Eberron is definitely D&D.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 2426293, member: 5435"] I haven't seen any sign of power creep yet. It requires no more DM skill than any other setting; in fact, I've found it to be remarkably DM-friendly. The world is large enough that anyone can find a story in it to interest them. The constant flow of information from KB is just gravy, and hardly essential. It it remarkably adaptable at providing context for other books, as the Eberron Expanded web series should prove. Feats, monsters, classes, prestige classes, spells, and magic items are easy to place. The only category of rule expansion that is not so easy is new PC subraces; KB has stated several times that he doesn't like them, and that he prefers his races to diverge culturally rather than game-mechanically. Eberron feels more like D&D to me than Forgotten Realms, which feels like the D&D version of Disneyworld and Epcot Center. It feels more like D&D to me than Greyhawk, which bears too many scars from being one of the first of its kind. Eberron feels like D&D to me because it gives all of the core rules a societal context, and provides numerous places to include non-core material. If the world really worked as the core rules described, it would look like Eberron. It's true that the warforged, lightning rail and airships all contirbute to a techno/anime feel. This can be a turnoff for those whe prefer traditional fantasy. I felt a bit of that myself at first, but it didn't take long for me to embrace it. The lightning rail and airships allow you to place adventures all over the continent and get the party to exotic places quickly. The new, far from being robots and mutants, allow for some fascinating role-playing opportunities that are hard to explore with the traditional stereotypes. Take a closer look at the features of Eberron that you find disconcerting, and you'll find that they always give much more than they take away. Another example: "Dinosaur-riding halflings? That's not traditional fantasy! Dinosaurs have no place in a medieval society!!" BUT... it enables mounted combat for small characters. It gives halflings a point of racial identity and pride that twenty years of Dragon articles never achieved. Who wants their hero to ride a german shepherd? But a fast, vicious dinosaur--that's cool. A flying dinosaur--even cooler. Halfling paladin with a celestial dinosaur mount? Tasy! Eberron is definitely D&D. Ben [/QUOTE]
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