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Mike Mearls is a Genius
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<blockquote data-quote="Hawkshadow" data-source="post: 2299233" data-attributes="member: 32841"><p><strong>Eberron: nice concept, bad details</strong></p><p></p><p>I've been running an Eberron campaign for about 1/2 a year now. I really like the flavor of the setting, but find many of the details extremely frustrating.</p><p></p><p>Take, for example, the "core story". I started running the game with the standard fantasy d20 core story, but found that the wild areas where I expected the players to adventure were too far from the civilized areas. One of the "standard stories" mentioned in the main book is the adventurers start in Sharn, sail off to Xen' Drik, find adventure there, then come back to Sharn to sell their loot. The tip of Xen' Drik is about 1500 miles from Sharn. That's about the distance from London to Greenland. Sure, the Vikings were able to sail that distance, but none of the other Europeans were willing or able to until 1492. Even then, it's going to take a long time. </p><p></p><p>For instance, an Airship moves at twice the speed of a normal ship. A normal sailing ship can move 48 miles a day. A sailing airship thus can move 96 miles a day, so it takes about 16 days of travel by airship to get from Sharn to the tip of Xen' Drik.</p><p></p><p>So, instead of starting in Sharn, I started the characters in the Eldeen Reaches and had the characters adventure in the Gloaming. Even then, the characters were at least a week and a half of travel away from any city of decent size. When the players did, eventually, go to Sharn, I introduced a different core story almost identical to the one Mike Mearls outlined. (I actually took some plots from Spycraft and adapted them to Eberron.) This worked <strong>much</strong> better than the standard core story and is continuing to work very well.</p><p></p><p>My summary of this core story is:</p><p>The organization of a criminal mastermind is threatening a large merchant organization or a government. The players are enlisted by the large organization or government to uncover and foil the evil plots of the latest criminal mastermind. This usually involves blowing up the mastermind's lair or headquarters. The players are richly rewarded for their efforts, and enlisted to foil the plots of the next mastermind.</p><p>I think that WotC would be well served to steer DMs toward this sort of core story for Eberron.</p></blockquote><p></p>
[QUOTE="Hawkshadow, post: 2299233, member: 32841"] [b]Eberron: nice concept, bad details[/b] I've been running an Eberron campaign for about 1/2 a year now. I really like the flavor of the setting, but find many of the details extremely frustrating. Take, for example, the "core story". I started running the game with the standard fantasy d20 core story, but found that the wild areas where I expected the players to adventure were too far from the civilized areas. One of the "standard stories" mentioned in the main book is the adventurers start in Sharn, sail off to Xen' Drik, find adventure there, then come back to Sharn to sell their loot. The tip of Xen' Drik is about 1500 miles from Sharn. That's about the distance from London to Greenland. Sure, the Vikings were able to sail that distance, but none of the other Europeans were willing or able to until 1492. Even then, it's going to take a long time. For instance, an Airship moves at twice the speed of a normal ship. A normal sailing ship can move 48 miles a day. A sailing airship thus can move 96 miles a day, so it takes about 16 days of travel by airship to get from Sharn to the tip of Xen' Drik. So, instead of starting in Sharn, I started the characters in the Eldeen Reaches and had the characters adventure in the Gloaming. Even then, the characters were at least a week and a half of travel away from any city of decent size. When the players did, eventually, go to Sharn, I introduced a different core story almost identical to the one Mike Mearls outlined. (I actually took some plots from Spycraft and adapted them to Eberron.) This worked [b]much[/b] better than the standard core story and is continuing to work very well. My summary of this core story is: The organization of a criminal mastermind is threatening a large merchant organization or a government. The players are enlisted by the large organization or government to uncover and foil the evil plots of the latest criminal mastermind. This usually involves blowing up the mastermind's lair or headquarters. The players are richly rewarded for their efforts, and enlisted to foil the plots of the next mastermind. I think that WotC would be well served to steer DMs toward this sort of core story for Eberron. [/QUOTE]
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