Turning Eberron into a Barsoom-like world?


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It sounds to me like you want more Pulp and less D&D -- which is cool. It's just not Eberron. :)

You should certainly steal the parts of Eberron you want -- races, feats, some critters, etc. -- and ditch the rest. I'm interested in seeing what you make out of what's left.

(Personally, I'd rule that Humans can't learn real Magic, they can only learn Psionics. Arcane spellcasters are all members of {alien overlord race}. There's no Divine spellcasters, except Dragons and Nagas, and they're few & far between. Some Humans learn the basics of Arcane Magic and serve {alien overlords} as Magewrights, but everyone regards them as sell-outs. Humans can be Spellthieves, though, because stealing magic from evil alien overlords is cool.)

-- N
 

It's actually very hard for me to figure Eberron out without the Elves, Halflings, and Gnomes. They're such a unique part of the setting.

The Dwarves are sort of generic you could ditch them no problem.

But Eberron without the Deathless? Say it ain't so!
 

Dr. Strangemonkey said:
It's actually very hard for me to figure Eberron out without the Elves, Halflings, and Gnomes. They're such a unique part of the setting.

The Dwarves are sort of generic you could ditch them no problem.

But Eberron without the Deathless? Say it ain't so!
Actually, I'd keep the halfings to represent a pygmy race. I think replacing the gnome and elf nations with humans who have the same culturals as the previous races wouldn't upset much of anything.

Thus you still have deathless and magical telegrams, just the focus is on the nation that produced them, not the race.
 

Dr. Strangemonkey said:
It's actually very hard for me to figure Eberron out without the Elves, Halflings, and Gnomes. They're such a unique part of the setting.
Quite right. I mean, I understand Turanil's main point I think, but maybe I'm missing some subtlety of it. If you want Eberron without the D&D, you're not going to get anything left over that's very Eberron-like anymore. Eberron is pretty thoroughly steeped in D&Disms.

Not that Eberron doesn't have tons that could be borrowed for a non-Eberron yet clearly inspired by Eberron game, but you'd still have to fill in a lot of blanks by hand.
 

Joshua Dyal said:
If you want Eberron without the D&D, you're not going to get anything left over that's very Eberron-like anymore.
What I like with Eberron, is that it is fully fleshed and full of inventiveness (does that word exists? :confused: ) and has great concepts which fluff only needs to be slightly tweaked to meet my wishes. I don't see a problem in removing some races (elves, gnomes, dwarves, halflings, half-elves, and half-orcs) and replacing them with other races directly taken from Iron Lords of Jupiter while keeping the cultures and their place in the world.

GRANTED, this wouldn't be Eberron anymore. :uhoh:

Okay, I am going to call that "Weird World of Cydonia" and warn player to not be surprised if many things in it suspiciously remind of Eberron. In any case, I would probably ask for players who actually know nothing of Eberron. Or I would tell this is an alternate parallel world similar to Eberron yet not quite like it... Short answer: I don't care it would not be a true Eberron campaign, I just care that Eberron provides a great amount of well develloped stuff to borrow to make a setting to my wishes. (But would that please the players' idea of a cool campaign? That's another problem...)
 

Turanil said:
(But would that please the players' idea of a cool campaign? That's another problem...)

That's like asking "How many licks does it take to get to the center of a Tootsie Roll Tootsie-Pop?

The world may never know.
 

Eric Anondson said:
I'd be interested in seeing your calculations to get the "70%".

Are you really sure it gets nullified? Or is it just that you can't figure out how to use the content with such a change?

Silly, don't you know that 75% of all statistics are made up on the spot. ;)

What it nullifies includes: the current dragonmarked house set up, all the (esp the 8 nonhuman) countries, 1/3 of the aincient history (mostly elves vs dragons), A boatload of NPCs, almost all the artwork (he did want a colorized art and cartography) AS WRITTEN.

At the point I need to remove all the classes, races, social setting, and magic from a setting, I'd make my own up and incorporate the elements I liked from the setting. (Which apparently is what Turanil is doing now)

I guess this is my final question to Turanil: CAN you describe your world's core concepts WITHOUT using the word "Eberron" in it? If you can, your probably using more unique material than just tricking out Eberron.
 

Remathilis said:
What it nullifies includes: the current dragonmarked house set up, all the (esp the 8 nonhuman) countries, 1/3 of the aincient history (mostly elves vs dragons), A boatload of NPCs, almost all the artwork (he did want a colorized art and cartography) AS WRITTEN.
Okay, you convinced me to better abandon this 200$ idea... (200$ of Eberron books) Well, I will explore other ideas before beginning any campaign. Anyway, all your comments were useful, thanks. :) After all, all this time spent on ENworld needs to be profitable! ;) :D
 

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