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Running Eberron in 5e
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<blockquote data-quote="Gradine" data-source="post: 7040934" data-attributes="member: 57112"><p>I have a link to my conversion document in the OP... you're right that the noir elements are bit more difficult to put in but not impossible. There's a lot of opportunities in Chapter 4, actually, to play up some of those elements of the setting; I basically turned the "Walking Tour of the Sword Coast" into a "These Are The Many Faces of Eberron" set-up, complete with little mini-mysteries, double-agents, conspiracies within conspiracies, etc. I don't get to play it up as much in HotDQ, but I had planned to explore in more depth why The Twelve and not the various kingdoms step in to fill the "Lord's Alliance" role in RoT. The scars of the Last War are still too deep for these kingdoms to put aside their differences to address even a world-threatening event. Of course The Twelve are more than happy to step up and fill that power vacuum. I even had them move their HQ to Thronehold, which really pisses the royalty off. How do the kingdoms undermine the newfound authority the Twelve find themselves in without also, you know, threatening the fate of the world?</p><p></p><p>It doesn't look it from the original tone and the general linear nature of it, but a lot of HotDQ, especially in the first half, is all about investigation. "Track down this cult and figure out what they're up to" is a very Eberron-eqsue story arc. It loses a lot of that once you start storming castles (and then storming flying storm castles <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" />) but I tweaked the plot a bit to include multiple levels of cultists, some of whom are being played by others. Even without that, both Naerytar and Skyreach have a lot of "playing factions against each other" gameplay if players are game for it. Heck, it's practically encouraged at the Hunting Lodge.</p><p></p><p>I'm not nearly as familiar with RoT so I imagine that will take quite a bit more tweaking not only to fit it within the context of Eberron but also the <em>tone</em>, but I'll have to admit that I didn't really think of it as much that way until you brought it up.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7040934, member: 57112"] I have a link to my conversion document in the OP... you're right that the noir elements are bit more difficult to put in but not impossible. There's a lot of opportunities in Chapter 4, actually, to play up some of those elements of the setting; I basically turned the "Walking Tour of the Sword Coast" into a "These Are The Many Faces of Eberron" set-up, complete with little mini-mysteries, double-agents, conspiracies within conspiracies, etc. I don't get to play it up as much in HotDQ, but I had planned to explore in more depth why The Twelve and not the various kingdoms step in to fill the "Lord's Alliance" role in RoT. The scars of the Last War are still too deep for these kingdoms to put aside their differences to address even a world-threatening event. Of course The Twelve are more than happy to step up and fill that power vacuum. I even had them move their HQ to Thronehold, which really pisses the royalty off. How do the kingdoms undermine the newfound authority the Twelve find themselves in without also, you know, threatening the fate of the world? It doesn't look it from the original tone and the general linear nature of it, but a lot of HotDQ, especially in the first half, is all about investigation. "Track down this cult and figure out what they're up to" is a very Eberron-eqsue story arc. It loses a lot of that once you start storming castles (and then storming flying storm castles :-P) but I tweaked the plot a bit to include multiple levels of cultists, some of whom are being played by others. Even without that, both Naerytar and Skyreach have a lot of "playing factions against each other" gameplay if players are game for it. Heck, it's practically encouraged at the Hunting Lodge. I'm not nearly as familiar with RoT so I imagine that will take quite a bit more tweaking not only to fit it within the context of Eberron but also the [I]tone[/I], but I'll have to admit that I didn't really think of it as much that way until you brought it up. [/QUOTE]
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