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Is Eberron a dead world yet?
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<blockquote data-quote="rounser" data-source="post: 3442871" data-attributes="member: 1106"><p>It's all in the execution. Zhentil Keep is continually encroaching on the dalelands, and they're basically definitive Indiana Jones style proto-nazis (read Haunted Halls of Eveningstar, and their meddlings there are very reminiscent of those movies). Red Wizards come in nicely as mad scientist types. In D&D terms, the pulp is actually an adventure, not a setting. Eberron may have it's own Orient Express, which would be nice if it didn't come at the cost of adding a sore thumb of an anachronism, and really play up the lost world stuff, but we're not really talking much new here that can't be accomplished elsewhere <em>without</em> the wacky stuff that's there to support a genre that D&D could approximate without anachronisms already.</p><p></p><p>FR really stresses the whole gate thing as a way of moving around (which I'm not sure isn't a bit of a cop-out even when presented there, in that if you need to travel such a long way and don't want to deal with the "in-between bits", why do you need such a large setting? But that's just a personal setting theory thing - you need a certain size to fit in a sense of epic, diverse cultures etc.). Okay, so you can't do chase scenes with gates, but they will get you there. Gate to Chult.</p><p></p><p>I think there comes a point where you have to ask why they're trying to do this with D&D. If you really want pulp chases on blimps and trains, why not go the whole hog and go get yourself a 1930s setting and ruleset, then your two-fisted heroes can sling revolvers and hold onto their hats at the right technology level and with direct analogies, not anachronistic abstractions.</p><p></p><p>In other words, I think the WOTC designers would really rather be playing a different game, but it has to be D&D, so let's shoehorn. The result is quite weird to me.</p></blockquote><p></p>
[QUOTE="rounser, post: 3442871, member: 1106"] It's all in the execution. Zhentil Keep is continually encroaching on the dalelands, and they're basically definitive Indiana Jones style proto-nazis (read Haunted Halls of Eveningstar, and their meddlings there are very reminiscent of those movies). Red Wizards come in nicely as mad scientist types. In D&D terms, the pulp is actually an adventure, not a setting. Eberron may have it's own Orient Express, which would be nice if it didn't come at the cost of adding a sore thumb of an anachronism, and really play up the lost world stuff, but we're not really talking much new here that can't be accomplished elsewhere [i]without[/i] the wacky stuff that's there to support a genre that D&D could approximate without anachronisms already. FR really stresses the whole gate thing as a way of moving around (which I'm not sure isn't a bit of a cop-out even when presented there, in that if you need to travel such a long way and don't want to deal with the "in-between bits", why do you need such a large setting? But that's just a personal setting theory thing - you need a certain size to fit in a sense of epic, diverse cultures etc.). Okay, so you can't do chase scenes with gates, but they will get you there. Gate to Chult. I think there comes a point where you have to ask why they're trying to do this with D&D. If you really want pulp chases on blimps and trains, why not go the whole hog and go get yourself a 1930s setting and ruleset, then your two-fisted heroes can sling revolvers and hold onto their hats at the right technology level and with direct analogies, not anachronistic abstractions. In other words, I think the WOTC designers would really rather be playing a different game, but it has to be D&D, so let's shoehorn. The result is quite weird to me. [/QUOTE]
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