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Sell me on Sharn
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<blockquote data-quote="Azazyll" data-source="post: 1907152" data-attributes="member: 4367"><p>Sharn is an excellent sourcebook. And not just for Eberron. What's great about Sharn is the crunch isn't your standard feat-prestige-spell-monster variety, that section of the book is minimal. Keith Baker has earned my undying respect for his work on both this book and the dragonshards for his minor modifications to the rules, rather than grand changes (like Monte's AU or WotC UA). For instance, sidebars on guard reactions and how to apply ad hoc adjustments, ideas for what it means game wise to be a regular at a bar, getting discounts with the dwarf merchant if you make friends with him, these are the kind of things which bring the fluff to the game. It's fine to write pages and pages of background, but this is a game, and connecting your great ideas to the mechanics is what makes you a great game designer rather than a novelist. This book has all the ad hoc stuff already put together, and it's clever and innovative. ANYONE can take advantage of these rules. Add to that tons of brilliant ideas which anyone can loot for any setting and any kind of city (cult forming fallen angels incapable of ever flying again, a new crime family composed of mosters competing with the established halflings and doppelgangers, and lots more), and you've got one brilliant sourcebook. Take the time to read it thoroughly, there are inspirations on every page.</p></blockquote><p></p>
[QUOTE="Azazyll, post: 1907152, member: 4367"] Sharn is an excellent sourcebook. And not just for Eberron. What's great about Sharn is the crunch isn't your standard feat-prestige-spell-monster variety, that section of the book is minimal. Keith Baker has earned my undying respect for his work on both this book and the dragonshards for his minor modifications to the rules, rather than grand changes (like Monte's AU or WotC UA). For instance, sidebars on guard reactions and how to apply ad hoc adjustments, ideas for what it means game wise to be a regular at a bar, getting discounts with the dwarf merchant if you make friends with him, these are the kind of things which bring the fluff to the game. It's fine to write pages and pages of background, but this is a game, and connecting your great ideas to the mechanics is what makes you a great game designer rather than a novelist. This book has all the ad hoc stuff already put together, and it's clever and innovative. ANYONE can take advantage of these rules. Add to that tons of brilliant ideas which anyone can loot for any setting and any kind of city (cult forming fallen angels incapable of ever flying again, a new crime family composed of mosters competing with the established halflings and doppelgangers, and lots more), and you've got one brilliant sourcebook. Take the time to read it thoroughly, there are inspirations on every page. [/QUOTE]
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