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Is Eberron a dead world yet?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3442918" data-attributes="member: 7177"><p>If you want to limit the real-world Interwar period as merely a source of whacky villains, sure.</p><p></p><p>But what's missing from the Realms is the sheer political <em>tension</em> you get with Eberron. There's been a huge war going on for a long time. Almost every family lost a few members to it. Several generations have lived and breathed propaganda. And now the war is over, and without a clear outcome. To many people, this could mean that their loved ones fought and died for nothing. And that tends to make people very, very angry.</p><p></p><p>And angry people tend to get radical. In the real world, such tensions gave rise to Communism, the Nazis and other fascists, and all sorts of other radical groups - many of which were stockpiling weapons. Sure, for a few years things might be good and peaceful - but everybody was expecting the other shoe to drop.</p><p></p><p>Like I said, I've studied the Interwar period in detail, especially Weimar Germany. Which is not too surprising, since I <em>am</em> German, and the question how our country could give birth to such monstrosities as the Nazis continues to haunt us. And it is worth remembering that the Nazis did not come out of a vacuum - they emerged from the <em>zeitgeist</em> of the times, the social tensions and unresolved problems.</p><p></p><p>Eberron has these same tensions - much more so than, say, the Forgotten Realms. The setting is full of people who are angry and want to blame someone - whether it's Karrnath or Breland or Cyre or the gnomes (my favorite - I suggest reading through "The Protocols of the Elders of Zion" or other anti-semitic propaganda and replacing every mention of "Jew" with "gnome" to get you in the right mood).</p><p></p><p></p><p></p><p>I think the magic-driven trains are far from anachronistic, as long as you don't think of D&D as something that <em>must</em> be based on the European Middle Ages. But then again, I am a long-time GURPS veteran - so mixing bits and pieces of different eras and campaigns and working out the results is nothing new to me.</p><p></p><p></p><p></p><p>So why does nobody than PCs and high-level NPCs ever seem to use them?</p><p></p><p></p><p></p><p>What's wrong with these abstractions? Why <em>shouldn't</em> the heroes combine swords and wands with magic trains and airships? What in the D&D Core rules says that these things do not fit together?</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3442918, member: 7177"] If you want to limit the real-world Interwar period as merely a source of whacky villains, sure. But what's missing from the Realms is the sheer political [i]tension[/i] you get with Eberron. There's been a huge war going on for a long time. Almost every family lost a few members to it. Several generations have lived and breathed propaganda. And now the war is over, and without a clear outcome. To many people, this could mean that their loved ones fought and died for nothing. And that tends to make people very, very angry. And angry people tend to get radical. In the real world, such tensions gave rise to Communism, the Nazis and other fascists, and all sorts of other radical groups - many of which were stockpiling weapons. Sure, for a few years things might be good and peaceful - but everybody was expecting the other shoe to drop. Like I said, I've studied the Interwar period in detail, especially Weimar Germany. Which is not too surprising, since I [i]am[/i] German, and the question how our country could give birth to such monstrosities as the Nazis continues to haunt us. And it is worth remembering that the Nazis did not come out of a vacuum - they emerged from the [i]zeitgeist[/i] of the times, the social tensions and unresolved problems. Eberron has these same tensions - much more so than, say, the Forgotten Realms. The setting is full of people who are angry and want to blame someone - whether it's Karrnath or Breland or Cyre or the gnomes (my favorite - I suggest reading through "The Protocols of the Elders of Zion" or other anti-semitic propaganda and replacing every mention of "Jew" with "gnome" to get you in the right mood). I think the magic-driven trains are far from anachronistic, as long as you don't think of D&D as something that [i]must[/i] be based on the European Middle Ages. But then again, I am a long-time GURPS veteran - so mixing bits and pieces of different eras and campaigns and working out the results is nothing new to me. So why does nobody than PCs and high-level NPCs ever seem to use them? What's wrong with these abstractions? Why [i]shouldn't[/i] the heroes combine swords and wands with magic trains and airships? What in the D&D Core rules says that these things do not fit together? [/QUOTE]
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