I don't really have time to address everything here - I had no idea that my post would generate this much discussion!
First - Eyebeams is right that, in most cases, core stories come out as an artifact of the metagame. You look at what gamers do with your game, and build stuff around it. What I'm looking at now, though, is building a core story into a game/setting from its foundcation.
Second - Eberron's core story is D&D's core story. If I'm already playing D&D's core story in the Realms, why do I need Eberron? That's the key point. Look at how factured the Eberron marketing campaign was - it was hard to get a feel for the setting based on WotC's build up to it.
The core story I created is sort of implied in the Eberron core book. However, I think there's a lot of stuff in Eberron that simply doesn't support that core story in any direct way (the undead worshipping elves are, frankly, my favorite whipping boy in this case). I think a lot of the other elements could be tweaked to better support a core story and generate lots of different, useful elements in the setting.
Third - I currently work at Paizo, and I'm in the process of interviewing for a job at WotC. I left Malhavoc about 2 months ago. It was an amicable parting.
First - Eyebeams is right that, in most cases, core stories come out as an artifact of the metagame. You look at what gamers do with your game, and build stuff around it. What I'm looking at now, though, is building a core story into a game/setting from its foundcation.
Second - Eberron's core story is D&D's core story. If I'm already playing D&D's core story in the Realms, why do I need Eberron? That's the key point. Look at how factured the Eberron marketing campaign was - it was hard to get a feel for the setting based on WotC's build up to it.
The core story I created is sort of implied in the Eberron core book. However, I think there's a lot of stuff in Eberron that simply doesn't support that core story in any direct way (the undead worshipping elves are, frankly, my favorite whipping boy in this case). I think a lot of the other elements could be tweaked to better support a core story and generate lots of different, useful elements in the setting.
Third - I currently work at Paizo, and I'm in the process of interviewing for a job at WotC. I left Malhavoc about 2 months ago. It was an amicable parting.