Thank you.
And we see guilds take much of the space. Not the world. The products I mentioned had more variety of content in them.
Thinking on this for a couple days, it occurred to me that this book is apparently 180-odd pages of lore and stuff prior to a giant section of monsters.
Which is pretty comparable to the Wayfinder's Guide to Eberron. If you added a comparable number of monsters to that book, you'd end up with a book almost the exact same size. They're very comparable in the amount of pages. Which makes it interesting to compare what they assign pages to.
So... comparing pages.
Intro. The base information of the setting.
GGtR has 5-pages of introduction.
WGtE has 16-pages of introduction
Winner: Eberron.
Characters. Character options and advice on making characters.
GGtR has 18-pages. Six new races and two subclasses while detailing two other PHB races.
WGtE has 30-pages that add four races but details the role of every PHB race.
Winner: Hard to say... Eberron goes into much more detail, but GGtG has more content. Leaning to Eberron for explaining how gnomes fit vs just assuming people won't play variant races.
Factions. Guilds and Dragonmark Houses.
GGtR has 70-pages on the guilds with 10 new associated backgrounds, new spells, and magic items.
WGtE has 24-pages with a background.
Winner: GGtR clearly takes home the prize for detail here, with each faction receiving six pages of content versus the page each Dragonmark gets.
Magic Items. Treasures of wonder.
GGtG has 10-pages.
WGtE also has 10-pages.
Winner: Tie
City. Description of the default location.
GGtR has 24-pages on the Tenth District, with each precinct receiving 3-pages.
WGtE has 40-pages on Sharn, City of Towers.
Winner: Eberron spends less time on each district of the city, but gives so much more attention to the city, and how players relate to it.
Other. The rest of the pages.
GGtR has 50-pages devoted to "creating adventures". Including 3 more pages for each Guild, detailing their adventures I guess.
WGtE has some glossaries, some further reading, a map, and some extra art. Oh, and 38-pages devoted to the continent of Khorvaire, everyday life, and the magical economy.
Winner. Probably Eberron...
Looking at the comparison and what time was spent in what areas, you can probably get a good idea of what the Guildmaster's Guide to Ravnica looks like if you take the Wayfarer's Guide to Eberron and strip out the entire "Welcome to Khorvaire" chapter and move those pages to the Dragonmark houses, plus half the introduction. And then taking a quarter of the Sharn chapter and using that for Guild related adventure hooks.
It'd certainly be valid to have an Eberron book focused so much on the Dragonmark Houses and assuming that all adventures are being done by members of the Houses or their agents. After all, there was enough content for an entire 160-page book on the Dragonmarked Houses. But... that seems small to me. That seems to be telling me what kind of campaign to run rather than presenting the world and letting me decide where I want to run the campaign and what about the setting interests me.
That's where I'm at now. Got the book pre-ordered on Amazon so I can do a review. Maybe it will convince me otherwise. I've been wrong about how much I will like/hate WotC products in the past...
Thinking on this for a couple days, it occurred to me that this book is apparently 180-odd pages of lore and stuff prior to a giant section of monsters.
Which is pretty comparable to the Wayfinder's Guide to Eberron. If you added a comparable number of monsters to that book, you'd end up with a book almost the exact same size. They're very comparable in the amount of pages. Which makes it interesting to compare what they assign pages to.
So... comparing pages.
Intro. The base information of the setting.
GGtR has 5-pages of introduction.
WGtE has 16-pages of introduction
Winner: Eberron.
Characters. Character options and advice on making characters.
GGtR has 18-pages. Six new races and two subclasses while detailing two other PHB races.
WGtE has 30-pages that add four races but details the role of every PHB race.
Winner: Hard to say... Eberron goes into much more detail, but GGtG has more content. Leaning to Eberron for explaining how gnomes fit vs just assuming people won't play variant races.
Factions. Guilds and Dragonmark Houses.
GGtR has 70-pages on the guilds with 10 new associated backgrounds, new spells, and magic items.
WGtE has 24-pages with a background.
Winner: GGtR clearly takes home the prize for detail here, with each faction receiving six pages of content versus the page each Dragonmark gets.
Magic Items. Treasures of wonder.
GGtG has 10-pages.
WGtE also has 10-pages.
Winner: Tie
City. Description of the default location.
GGtR has 24-pages on the Tenth District, with each precinct receiving 3-pages.
WGtE has 40-pages on Sharn, City of Towers.
Winner: Eberron spends less time on each district of the city, but gives so much more attention to the city, and how players relate to it.
Other. The rest of the pages.
GGtR has 50-pages devoted to "creating adventures". Including 3 more pages for each Guild, detailing their adventures I guess.
WGtE has some glossaries, some further reading, a map, and some extra art. Oh, and 38-pages devoted to the continent of Khorvaire, everyday life, and the magical economy.
Winner. Probably Eberron...
Looking at the comparison and what time was spent in what areas, you can probably get a good idea of what the Guildmaster's Guide to Ravnica looks like if you take the Wayfarer's Guide to Eberron and strip out the entire "Welcome to Khorvaire" chapter and move those pages to the Dragonmark houses, plus half the introduction. And then taking a quarter of the Sharn chapter and using that for Guild related adventure hooks.
It'd certainly be valid to have an Eberron book focused so much on the Dragonmark Houses and assuming that all adventures are being done by members of the Houses or their agents. After all, there was enough content for an entire 160-page book on the Dragonmarked Houses. But... that seems small to me. That seems to be telling me what kind of campaign to run rather than presenting the world and letting me decide where I want to run the campaign and what about the setting interests me.
That's where I'm at now. Got the book pre-ordered on Amazon so I can do a review. Maybe it will convince me otherwise. I've been wrong about how much I will like/hate WotC products in the past...
One major advantage that Ravnica has over Shadowrun in that regard is that the DM can just make places up. And this book is filled with procedural generation tables to help do just that, along with a deep dive into the area explored in the fiction of the setting.
It would be interesting how this stacked up to the Sword Coast Adventurer's Guide...Thinking on this for a couple days, it occurred to me that this book is apparently 180-odd pages of lore and stuff prior to a giant section of monsters.
Which is pretty comparable to the Wayfinder's Guide to Eberron. If you added a comparable number of monsters to that book, you'd end up with a book almost the exact same size. They're very comparable in the amount of pages. Which makes it interesting to compare what they assign pages to.
So... comparing pages.
Intro. The base information of the setting.
GGtR has 5-pages of introduction.
WGtE has 16-pages of introduction
Winner: Eberron.
Characters. Character options and advice on making characters.
GGtR has 18-pages. Six new races and two subclasses while detailing two other PHB races.
WGtE has 30-pages that add four races but details the role of every PHB race.
Winner: Hard to say... Eberron goes into much more detail, but GGtG has more content. Leaning to Eberron for explaining how gnomes fit vs just assuming people won't play variant races.
Factions. Guilds and Dragonmark Houses.
GGtR has 70-pages on the guilds with 10 new associated backgrounds, new spells, and magic items.
WGtE has 24-pages with a background.
Winner: GGtR clearly takes home the prize for detail here, with each faction receiving six pages of content versus the page each Dragonmark gets.
Magic Items. Treasures of wonder.
GGtG has 10-pages.
WGtE also has 10-pages.
Winner: Tie
City. Description of the default location.
GGtR has 24-pages on the Tenth District, with each precinct receiving 3-pages.
WGtE has 40-pages on Sharn, City of Towers.
Winner: Eberron spends less time on each district of the city, but gives so much more attention to the city, and how players relate to it.
Other. The rest of the pages.
GGtR has 50-pages devoted to "creating adventures". Including 3 more pages for each Guild, detailing their adventures I guess.
WGtE has some glossaries, some further reading, a map, and some extra art. Oh, and 38-pages devoted to the continent of Khorvaire, everyday life, and the magical economy.
Winner. Probably Eberron...
Looking at the comparison and what time was spent in what areas, you can probably get a good idea of what the Guildmaster's Guide to Ravnica looks like if you take the Wayfarer's Guide to Eberron and strip out the entire "Welcome to Khorvaire" chapter and move those pages to the Dragonmark houses, plus half the introduction. And then taking a quarter of the Sharn chapter and using that for Guild related adventure hooks.
It'd certainly be valid to have an Eberron book focused so much on the Dragonmark Houses and assuming that all adventures are being done by members of the Houses or their agents. After all, there was enough content for an entire 160-page book on the Dragonmarked Houses. But... that seems small to me. That seems to be telling me what kind of campaign to run rather than presenting the world and letting me decide where I want to run the campaign and what about the setting interests me.
That's where I'm at now. Got the book pre-ordered on Amazon so I can do a review. Maybe it will convince me otherwise. I've been wrong about how much I will like/hate WotC products in the past...
It would be interesting how this stacked up to the Sword Coast Adventurer's Guide...
As he can in Shadowrun. There are enough empty spaces in the established SR cities to make things up, not to mention many cities which are not detailed at all. Same goes for corporations etc.
And still, Shadowrun is so much more than just the Big 10. And especially newcomers are much better served with descriptions of how people work and live and how cities etc. look like than just with an description of the Megas.
How does it help a new player to envision the Shadowrun world when he has a list of all Wuxing subsidiaries?
Not that Ravnica will even get into this level of detail. Of the 6 pages of content each guild gets 2-3 will likely be rules. Add an art piece and the actual information you get for the guild will be rather small.
So I really wonder if the content of this book will enable you in any way to paint a detailed and immersive picture of Ravnica.
Mearls has repeatedly said that IF they do another Eberron book, it will synergise with the one on the Guild and likely not reprint much.A lot of good, trenchant analysis here. I think between the two books, we can begin to triangulate how WotC plans to do setting books moving forwards. EotC folks have talked about taking the crunch from the WGtE, and putting it in a new hardcover book focusing in on the Five Nation's instead of Sharn. Throw on a beastiary, and I can see a hardcover Eberron book next year that essentially hybridizes these two books in style.
Mearls has repeatedly said that IF they do another Eberron book, it will synergise with the one on the Guild and likely not reprint much.
Big “if” as well. If they were planning on doing one, they wouldn’t have done the PDF product and risk reducing the audience. I think we’re getting Ravnica explicitly because they don’t want to release updated setting to stores.
I doubt we’ll see a non-PoD Eberron book this edition. WGtE is it.