Belen
Legend
BryonD said:For one thing, it is magic-tech.
Now, it seems to be well done magic-tech. But it is magic-tech. So if you do not want magic-tech, keep that in mind.
It is funny that fan-boys (not always a bad thing, just a descriptive term) have been railing that anyone calling Eberron magic-tech are ill-informed. And then I open my copy (that I received for Father's Day) and there in the first few pages are at least three separate places where Eberron is given a completely function defintion of magic-tech.
Page 7: "Magic is built into the very fabric of the setting. It pervades and influences everyday life. It provides certain comforts and conveniences unknown in either the modern world or and world of medieval fantasy."
Page 9: "The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic." (A virtual exact defintion of magic-tech) And a few sentences later: "A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs."
Page 29: "In Eberron, magic is almost technology."
So, I don't know if the anti-"Eberron is magic-tech" people were ill-informed about Eberron or about what magic-tech is. But, seeing the book for myself, it is beyond question that they were the ones who were ill-informed.
Another thing about Eberron is that it seems to have a distinct direction to it. Not certain if that is the right way to put it or not. As others have described, it has a lot of WWI through Cold War type plot and background to it. And the setting does tend to push towards pulp style games. But I do not see it as enhancing pulp play so much as making other types of play be against the grain. You can do standard fare stuff, no doubt. But I can drop pulp, Indiana Jones, etc style adventure into the Realms no sweat. I guess it does not seem to me that it shines a spot light on pulp so much as it just dims the light on everything else. The Realms (with all the issues that it DOES have) seems a much better blank slate setting to me.
Now, with all that negative, I do think it seems to be rather well done. If having your hand forced a little in terms of the type of plot does not bother you (or this is simply the kind of plot that you always want anyway). And, using a magic-tech setting appeals to you. Then, by all means, buy this setting. And it may be that this is exactly the kind of thing that will help expand D&D. We will see. For me personally, it goes in the wrong direction.
For me, I think that Eberron was written with an eye towards running a Living Campaign. It has a lot of conflict, set "regions", and definite ability for the RPGA to craft a core storyline as they do with Living Greyhawk.
This will not harm non-RPGA people at all, but it is a turn off to me.
There are some cool concepts and material that I plan on mining for my homebrew, but I doubt I could ever run an Eberron campaign, especially with stuff like action points built into the game.
I could be wrong, but other than the magitech feel, I get a real sense that the world is meant to be used as a MMORPG, and it is written with that as a core dynamic.
Dave