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Khorvaire:Two Problems
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<blockquote data-quote="jgbrowning" data-source="post: 1648834" data-attributes="member: 5724"><p>For me at least, it's because Eberron is not a game. The book isn't a game, it's a made-up world where the game can be played. We're not talking about game design, even though the world must be created with the game design in mind to maximize utility and game design is used in the creation process, what we're really talking about is world-building. Ideally, a campaign setting would handle both world-building and design with equally good facility.</p><p></p><p>To me at least, Ebberon doesn't appear any different than almost every other published setting in terms of density/magic/time/civilization cause and effects. It is, as is almost every rpgworld I've ever seen, vastly underpopulated to support the civilizations thriving there in their suggested space. But, considering that Middle Earth (the original vastly underpopulated setting) is a very engaging and immersive world, I don't see Eberron as having any exceptional issues on this end.</p><p></p><p>But as one poster said, it doesn't really matter because Eberron is just part of a game we play from the PC perspective. On the other hand, it does matter, because there is a set of the gaming population that is just as bothered by such things as the greater set of gamers who're bothered by rivers that flow uphill. I'm sure that eventually, both game design needs and world-building realities will mesh into one amazing setting that deals as expertly with one as it does the other.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1648834, member: 5724"] For me at least, it's because Eberron is not a game. The book isn't a game, it's a made-up world where the game can be played. We're not talking about game design, even though the world must be created with the game design in mind to maximize utility and game design is used in the creation process, what we're really talking about is world-building. Ideally, a campaign setting would handle both world-building and design with equally good facility. To me at least, Ebberon doesn't appear any different than almost every other published setting in terms of density/magic/time/civilization cause and effects. It is, as is almost every rpgworld I've ever seen, vastly underpopulated to support the civilizations thriving there in their suggested space. But, considering that Middle Earth (the original vastly underpopulated setting) is a very engaging and immersive world, I don't see Eberron as having any exceptional issues on this end. But as one poster said, it doesn't really matter because Eberron is just part of a game we play from the PC perspective. On the other hand, it does matter, because there is a set of the gaming population that is just as bothered by such things as the greater set of gamers who're bothered by rivers that flow uphill. I'm sure that eventually, both game design needs and world-building realities will mesh into one amazing setting that deals as expertly with one as it does the other. joe b. [/QUOTE]
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