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Is Paladine Bahamut? Is Takhisis Tiamat? Fizban's Treasury Might Reveal The Answer!
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<blockquote data-quote="doctorbadwolf" data-source="post: 8348019" data-attributes="member: 6704184"><p>This is exactly what I can't stand about the current model. In my homebrew worlds, i just flat out reject all of this stuff and do what I want, but if I'm playing in Eberron I'm playing <em>in Eberron</em>, not in a homebrew world loosely based on Eberron. I'm only able to change so much without it killing the enthusiasm of the campaign for me, because at that point I'd have more fun using Eberron and Jim Butcher's Cinder Spires and the vague aesthetic of certain Miyazaki movies to make a crystal punk world where airships and other flying machines are emerging technology sat alongside a very magical nature inspired by the idea that Tolkien described when saying that fairies are supernatural in that they are the <em>most natural</em>. </p><p></p><p>But I enjoy Eberron, so I <em>also</em> play and run games there. </p><p></p><p>And I <em>don't </em>run, and rarely play in, games where the cosmology doesn't matter. I don't even run games where it takes until high level for the cosmology to matter. I have a character who is level 10 and is finding out that the planet Eberron really is the primordial dragon Eberron, and that she still has a sort of concious Will, and is calling people to her service for the first time in eons because of the terrible wound upon her body and soul that is the Mourning. Meanwhile, one of her companions is searching for a lost land that ties into the Age of Demons and the return of the Mark of Death, and ties into the nature of fiends in Eberron, and that of dragons, which in turn ties into the Kobold Wizard's destiny and the nature of his people. Explaining exactly how and why would take more time than I'm willing to spend, but I really do need Eberron to exist entirely on it's own for my current campaign to work. I need Eberron's lore to remain as it has been, and I have to ignore parts of 5e's lore to do that. It has an actual direct impact on my campaign. </p><p></p><p>Or take the world of the High Rollers actual play game. It couldn't ever get the Exandria treatment, because it features a unified multiverse under the banner of a massive Empire that is unltimately trying to stop Hadar from consuming all reality, and the gods are absent, not just from the primary world of the campaign, but from the multiverse. Where they do still exist is in <em>other multiverses</em>, parallel to the one threatened by Hadar. The team wasn't super high level when they went into Astral Space, either. </p><p></p><p>Idk how else to explain it. It matters.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8348019, member: 6704184"] This is exactly what I can't stand about the current model. In my homebrew worlds, i just flat out reject all of this stuff and do what I want, but if I'm playing in Eberron I'm playing [I]in Eberron[/I], not in a homebrew world loosely based on Eberron. I'm only able to change so much without it killing the enthusiasm of the campaign for me, because at that point I'd have more fun using Eberron and Jim Butcher's Cinder Spires and the vague aesthetic of certain Miyazaki movies to make a crystal punk world where airships and other flying machines are emerging technology sat alongside a very magical nature inspired by the idea that Tolkien described when saying that fairies are supernatural in that they are the [I]most natural[/I]. But I enjoy Eberron, so I [I]also[/I] play and run games there. And I [I]don't [/I]run, and rarely play in, games where the cosmology doesn't matter. I don't even run games where it takes until high level for the cosmology to matter. I have a character who is level 10 and is finding out that the planet Eberron really is the primordial dragon Eberron, and that she still has a sort of concious Will, and is calling people to her service for the first time in eons because of the terrible wound upon her body and soul that is the Mourning. Meanwhile, one of her companions is searching for a lost land that ties into the Age of Demons and the return of the Mark of Death, and ties into the nature of fiends in Eberron, and that of dragons, which in turn ties into the Kobold Wizard's destiny and the nature of his people. Explaining exactly how and why would take more time than I'm willing to spend, but I really do need Eberron to exist entirely on it's own for my current campaign to work. I need Eberron's lore to remain as it has been, and I have to ignore parts of 5e's lore to do that. It has an actual direct impact on my campaign. Or take the world of the High Rollers actual play game. It couldn't ever get the Exandria treatment, because it features a unified multiverse under the banner of a massive Empire that is unltimately trying to stop Hadar from consuming all reality, and the gods are absent, not just from the primary world of the campaign, but from the multiverse. Where they do still exist is in [I]other multiverses[/I], parallel to the one threatened by Hadar. The team wasn't super high level when they went into Astral Space, either. Idk how else to explain it. It matters. [/QUOTE]
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