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<blockquote data-quote="Jester David" data-source="post: 7761924" data-attributes="member: 37579"><p>You're right about Spelljammer, which is a one-note setting of Age of Sail spaceships. There's a lot of factions and locations and funkiness, but if you dislike Victorian style magical spacesailing, then the setting won't appeal to you. </p><p></p><p>Dark Sun isn't just psionics, but campaigns in a post-Apocalyptic ruined world. For the most part, you can squint and ignore psionics; a monster casting a "spell" works largely the same if it is psionic or arcane. Instead, you can focus on slave uprisings, life in a gladiatorial pit, caravan guards through the wastes, helping a small village survive and find water, loyal soldiers of a Sorcerer King waging war on another city-state, and the like. There's a fair amount going on. </p><p>But, if you don't like the core concept of "D&D with harsh survival in a hostile, unfamiliar world" then, no, you won't like it. </p><p></p><p>Eberron is ridiculously large. </p><p>If you don't like either the dragonmark houses or magitech you can still delve into giant ruins in Xen'Drick hunting forgotten relics, or scavenge for lost lore in the ruins of a town scourged during the last war, or deal with new revelations in the Draconic Prophecy, delve through the wilderness looking for dragonshards that will fetch high prices, fight against the Quori and invasion from Sarlona, hunt for the cause of the Day of Mourning, work against the freeing of the Lords of Dust from Khyber, or serve as agents of a kingdom trying to prevent the resumption of the Last War. All that and so very, very much more. And that's just the adventure concepts from someone who only read the 3.5e Campaign Setting. </p><p>It's a great example of what a campaign setting <em>should</em> be. Five people what their top three things about Eberron are and you'll end up with a dozen different answers. Because the setting book doesn't try and tell you want you should be playing in the setting, it gives you a buffet of options. It's an example of how you design a campaign setting in the modern day rather than the early one-not settings of 2nd Edition.</p><p></p><p><em>Guildmaster's Guide to Ravnica</em> is a stark contrast. From the description of the back cover of GGtR there's only the one campaign concept for every campaign: you're agents of one or more guilds. That's comparable to setting-ettes like <em>Council of Wyrms</em> or <em>Ghostwalk</em>.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7761924, member: 37579"] You're right about Spelljammer, which is a one-note setting of Age of Sail spaceships. There's a lot of factions and locations and funkiness, but if you dislike Victorian style magical spacesailing, then the setting won't appeal to you. Dark Sun isn't just psionics, but campaigns in a post-Apocalyptic ruined world. For the most part, you can squint and ignore psionics; a monster casting a "spell" works largely the same if it is psionic or arcane. Instead, you can focus on slave uprisings, life in a gladiatorial pit, caravan guards through the wastes, helping a small village survive and find water, loyal soldiers of a Sorcerer King waging war on another city-state, and the like. There's a fair amount going on. But, if you don't like the core concept of "D&D with harsh survival in a hostile, unfamiliar world" then, no, you won't like it. Eberron is ridiculously large. If you don't like either the dragonmark houses or magitech you can still delve into giant ruins in Xen'Drick hunting forgotten relics, or scavenge for lost lore in the ruins of a town scourged during the last war, or deal with new revelations in the Draconic Prophecy, delve through the wilderness looking for dragonshards that will fetch high prices, fight against the Quori and invasion from Sarlona, hunt for the cause of the Day of Mourning, work against the freeing of the Lords of Dust from Khyber, or serve as agents of a kingdom trying to prevent the resumption of the Last War. All that and so very, very much more. And that's just the adventure concepts from someone who only read the 3.5e Campaign Setting. It's a great example of what a campaign setting [I]should[/I] be. Five people what their top three things about Eberron are and you'll end up with a dozen different answers. Because the setting book doesn't try and tell you want you should be playing in the setting, it gives you a buffet of options. It's an example of how you design a campaign setting in the modern day rather than the early one-not settings of 2nd Edition. [I]Guildmaster's Guide to Ravnica[/I] is a stark contrast. From the description of the back cover of GGtR there's only the one campaign concept for every campaign: you're agents of one or more guilds. That's comparable to setting-ettes like [I]Council of Wyrms[/I] or [I]Ghostwalk[/I]. [/QUOTE]
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