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Is Eberron a dead world yet?
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<blockquote data-quote="Graf" data-source="post: 3427676" data-attributes="member: 3087"><p>I appreciate the fact that you're participating in the conversation and I'm certainly not out to hassle but there is something key to what I'm saying in the following.</p><p></p><p></p><p></p><p>The vast majority of DnD books aren't about cohesive settings. Lot of locations/PrCs/groups presented in the splat books are contradictory. They're -supposed- to be different and conflicting options for DMs to pick and choose from for their own worlds.</p><p></p><p>(This is good but) it's not what Eberron is. While it had ideas from many sources Eberron was put together to tell a specific kind of story and focus on a specific sort of game world.</p><p>(IMHO natch)</p><p></p><p>Unfortunately, the product line has either been weak-collections-of-filler (Five Kingdoms) or unfocused collections of random mechanics (Magic of Eberron). There have been a few great books (Races of Eb) but at lot of it's just random stuff. Why is it that there is no material on halfings or gnomes or elves but there have been like 5-10 new/exciting developments for Warforged! (most of which contradict each other)</p><p>Because it's not being developed as world but as a grab-bag of random ideas, writers turn out their x-number-of-words-on-whatever-topics-seem easy (mostly warforged) and move on to the next product..</p><p></p><p>The model that you're mentioning, which is very successful for the whole 101-new-ideas-for-fighters-books (AKA complete , races, environment series) is UNsuccessful because Eberron's appeal was never about having 10 different kinds of blegh. </p><p></p><p>It was about having 3 different sorts of blegh that fit together in an interesting way and allowed for fun stories.</p></blockquote><p></p>
[QUOTE="Graf, post: 3427676, member: 3087"] I appreciate the fact that you're participating in the conversation and I'm certainly not out to hassle but there is something key to what I'm saying in the following. The vast majority of DnD books aren't about cohesive settings. Lot of locations/PrCs/groups presented in the splat books are contradictory. They're -supposed- to be different and conflicting options for DMs to pick and choose from for their own worlds. (This is good but) it's not what Eberron is. While it had ideas from many sources Eberron was put together to tell a specific kind of story and focus on a specific sort of game world. (IMHO natch) Unfortunately, the product line has either been weak-collections-of-filler (Five Kingdoms) or unfocused collections of random mechanics (Magic of Eberron). There have been a few great books (Races of Eb) but at lot of it's just random stuff. Why is it that there is no material on halfings or gnomes or elves but there have been like 5-10 new/exciting developments for Warforged! (most of which contradict each other) Because it's not being developed as world but as a grab-bag of random ideas, writers turn out their x-number-of-words-on-whatever-topics-seem easy (mostly warforged) and move on to the next product.. The model that you're mentioning, which is very successful for the whole 101-new-ideas-for-fighters-books (AKA complete , races, environment series) is UNsuccessful because Eberron's appeal was never about having 10 different kinds of blegh. It was about having 3 different sorts of blegh that fit together in an interesting way and allowed for fun stories. [/QUOTE]
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