Starting an Eberron campaign - Which books besides the ECS would you recommend?

Victim said:
The Eberron as presented in the supplements seems to have a different flavor than that presented in the core, so despite them having some useful information, I'm not sure I'd reccomend any of them.


I second this view - I think that the basic ECS is excellent, and has wonderful flavour - I found Races of Eberron rather orthagonal to that flavour, magic of eberron is the one WotC book which I wish I hadn't bought.

The most useful Eberron sourcebooks that I've purchased are Secrets of Xendrik and Explorers guide.
 

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You've probably gethered that any recommendations depend on what kind of game you are looking to run, including where things will be set. Rather than give you recommendations, here's my analysis of the books I've purchased in terms of my current game.

Player's Guide: this is a great book, well organised, with lots of useful info for players and DMs.

Five Nations: I've scarcely used this, despite my game--until recently--being set in Khorvaire. If you plan on moving the PCs about Khorvaire then it may be more useful, but much of the flavour is fairly bland in my estimation. I have a personal aversion to new feats, prestige classes being included for the sake of it in supplements, and I think this book is very guilty of that.

Explorer's Handbook: this is a kinda lame, but I have used the lightning rail and airship information. In fact, I've used this more than I imagined I would

Magic of Eberron: often these sorts of books make me come out into a rash--I end up with a slew of new feats, prestige classes, spells and magic items that I have to somehow disseminate to my players. Gah! Where this book is strong is emphasising the flavour of the types of magic addressed, so you get a much better feel of, for example, Zil elemental binding, daelkyr remnants, quori stuff, etc. Very useful if the magical elements of Eberron are likely to come into play (which in a standard Eberron game I think they would).

Secrets of Xen'Drik: I really like this one, and as my party are currently stranded somewhere in the jungle interior, I'm using it quite a bit. The material on Stormreach is blindingly dull in parts, but can be improved by porting in other material (I've used big chunks of Malhavoc Press's Ruins of Intrigue).

Of the stuff I've not bought, here's why:

Sharn: I've borrowed a friend's copy--it's great, but you already know that.

Faiths of Eberron: I use Green Ronin's Book of the Righteous for my Sovereign Host.

Races of Eberron: I don't use racial substitution/paragon levels for the PH races, so I see no reason to for the Eberron races either.

Dragonmarked: there's a guy on the WotC Eberron boards who has done a great write-up of the Dragonmarked Houses, so the official tome is a little redundant in my view. Plus, the free stuff has NO CRUNCH WHATSOEVER! Hooray!

Sarlona: I'm not really playing the psionics angle up much, plus there's no chance of my game heading that way soon. From a flick-through it looks excellent.

Hope this helped some.
 



The misnamed Player's Guide to Eberron, because it's a really handy encyclopedic resource for most of the major elements of the setting. It's not something you can hand to your players, though, any more than the Player's Guide to Faerun was.

Five Nations, if you plan to use them as the backdrop to your party's adventures.

Dragonmarked, if the houses will be important in your game.

Explorer's Handbook, if you plan to send them all over the map on crazy "red line" journeys and need exotic places as destinations or stops along the way.

Faiths of Eberron, if you think the religions of the setting will be important to your game.

Secrets of Xen'drik or Secrets of Sarlona, if you think they'll be places your characters want to explore in detail.

Races of Eberron, if you think you'd like more options for and ideas about the races of the setting - not just the four new races, either. Likewise, Magic of Eberron has a lot of spells, items, and concepts that you can use to spice up the party or their opponents.

Essentially, I think all the sourcebooks so far have been really good. It just depends on what your game needs.
 

Victim said:
The Eberron as presented in the supplements seems to have a different flavor than that presented in the core, so despite them having some useful information, I'm not sure I'd recommend any of them.

I'm curious as to what you mean by this. Can you expand on this?
 

blargney the second said:
What kind of game would you like to run? Is there a particular continent that you'd like to spend the beginning or majority of the campaign?
-blarg

We're currently doing the Age of Worms but I think I want the next campaign to be something without a real overall theme. A little save the princess, find the artifact to stop the bad guy, etc. A mix of investigation and action. I still want the campaign to be heroic.

I expect to base the characters in Sharn but expect to do a lot of location hopping.

The budget is limited (damn layoffs) so I'll be picking books up on an as I can scrounch up the cash basis.
 

If you're looking for a mix of investigation and action, here are my recommendations:
1) Player's Guide to Eberron - There is lots of useful information, and it's quite intuitive to find it all with the INDEX! Additionally, the Knowledge sidebars are really useful for players to konw what their character knows, which is great for immersion.
2) Explorer's Handbook - If you're planning on globe-trotting, it's a great resource. Also, the info on traveling through Khorvaire is repeatedly useful.
3) Five Nations - Investigation implies plots, and this book is particularly good at inspiring political intrigues and the like.
-blarg
 

Victim said:
The Eberron as presented in the supplements seems to have a different flavor than that presented in the core, so despite them having some useful information, I'm not sure I'd reccomend any of them.

Yeah, I'm interested in this statement too, because I was really into Eberron when it first came out...loved the CS book and Sharn. After that however the books I bought seemed less and less...well interesting(?) for lack of a better word and after purchasing Races of Eberron and Explorer's Handbook I just sorta gave up on it and put all of my books up for sale or trade. I couldn't pin-point exactly why I liked the setting less and less but I'm wondering if this is it.

I bought the Iron Kingdoms books around the same time and, even though I don't play D&D 3.x too often(I use BESM 3e with this setting ;) ) I won't trade these books for the world. Admittedly it could just be different strokes for different folks.
 

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