Some questions about Eberron

I'll chip in here on the "if it exists in D&D it exists in Eberron" thing.

HellCow (Keith Baker) has said before, and the general intent behind all his stuff seems to be this

If its in CORE D&D then it's in Eberron. Everything else can have a place found for it at the DMs discretion.

--

Now the exception to that is Psionics - while not technically 'core' its built into the setting (first one that takes that stand point) and thus, in my opinion makes incorporating the XPH at lot easier.

As for the pulp thing - meh just don't play it up too much. me I've had lightning rail robberies that the PCs have thwarted. I've blown up skycoaches in Sharn on them (bye bye NPC). but I've also had good ole fashioned dungeon crawls in Xendrix (think cloying jungles), vanilla evil guys who the PCs have to stomp on.

I'm also currently running my group through the Red Hand of Doom.

The pulp/noir feel is there as a guide, thats all.

The overriding message for a Eberron DM is this
"You're the DM, therefore it's YOUR Eberron. Play it how you want and the rest be damned!"
 

log in or register to remove this ad

I believe I said the same thing everyone else is stating.

Only it appears people have attributed more to my earlier statement than what was there.

The one thing Keith Baker and Co preach is that if there is a place for it in D&D then there is a place for it in Eberron.

Basically anything that isn't setting specific (like a lot of the Forgotten Realms stuff) can be inserted into the setting someplace.

I don't believe that I at anytime said everything must be inserted into the setting only that it can (or could) be inserted.
 

Well for what it's worth irdeggman My post wasn't trying to clarify against yours.

I just like bold text to highlight the important bits that lots of poeple tend to miss out...


Merry Christmas all!
 


Pets & Sidekicks

Remove ads

Top