Why are you looking forward (or not looking forward) to Eberron?

Henry said:
I'm looking forward to it because the original draw, the pulp-action feel, is something that all preexisting D&D campaigns do not have by default. In tales like Doc Savage, Flash Gordon, Buck Rogers, John Carter of Mars, no one questions the hero taking a plane/skyship/train to their destination, nor the exotic natives or ruined temples that are found there, nor the larger-than life exploits they accomplish.

If one likes low-magic, grittier tales of more fallible anti-heroes who struggle against even making it from point A to point B, then Eberron doesn't sound like it would be their cup of tea. But those who like the pulp genre may find it to their liking, from what I've seen. I've been reading a bit of 1930's adventure pulp recently, and it's getting me stoked for this setting.
That's it in a nutshell for me. It looks fun. It looks to be about adventure, whether it be sword-fighting on the roof of the lighting rail, battling sky-pirates (and who doesn't love sky-pirates...they're pirates, in the SKY!) or exploring an ancient tomb of a lost civilation. The world looks big enough to accomadate different settings and styles. And I think the warforged are pretty nifty.
 
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the setting doesn't grab me. I don't know that there's anything wrong with it, and there doesn't need to be. The lack of anything that strikes me as 'right' is sufficient for me not to spend money on it when I already have two published settings and a home brew or three to set games in. ;)

I did find that the orriginal 'peek' we were given was underwhelming. criticizing people for bringing up dinosaurs in how they feel about the setting is pretty weak considering that it was one aspect that jumped out at people in the intro. WotC made it about dinos, not us, WotC can deal with a minor loss from people who were never hooked because of that first feel.

Kahuna Burger
 

Kahuna Burger said:
the setting doesn't grab me. I don't know that there's anything wrong with it, and there doesn't need to be. The lack of anything that strikes me as 'right' is sufficient for me not to spend money on it when I already have two published settings and a home brew or three to set games in. ;)

I did find that the orriginal 'peek' we were given was underwhelming. criticizing people for bringing up dinosaurs in how they feel about the setting is pretty weak considering that it was one aspect that jumped out at people in the intro. WotC made it about dinos, not us, WotC can deal with a minor loss from people who were never hooked because of that first feel.

Kahuna Burger

It really is a shame that the marketers failed so miserably with the original peek for it has been a lot more rewarding reading K Baker's own words on the subject. They put focus on all the wrong things. What I like most, so far is that the authors really aim to take gaming to the next level. Reading about Eberron almost feels like reading about 3E before it came out. "Yes, that's how I would do it!"

For sure there are things about Eberron I don't whole heartedly agree with, but I never like all the stuff. I can't stand Malkavians or Gnomes but I can still enjoy those games. In Eberron I can't stand the Warforged for instance. Although the lightning train is growing on me.
 

I love everything I'm hearing about it. In my opinion, Eberron fills two roles:

1. A new setting design to appeal to new D&D players.

2. A new setting desined to appeal to old D&D players who have served time playing in "generic" settings (FR, Greyhawk etc), then went off to explore more unique settings (Darksun, Planescape etc), and now wants to return to a "generic" setting where things are just different enough to make it fresh.

I fall into the second catagory. Eberron will make an excellent opposite for my Midnight campaigns.
 

WizarDru said:
That's it in a nutshell for me. It looks fun. It looks to be about adventure, whether it be sword-fighting on the roof of the lighting rail, battling sky-pirates (and who doesn't love sky-pirates...they're pirates, in the SKY!) or exploring an ancient tomb of a lost civilation. The world looks big enough to accomadate different settings and styles. And I think the warforged are pretty nifty.

It looks fairly good to me. Not overly compelling, but certainly not negative either.

But I don't really follow this. I mean, why can't I do all this in Greyhawk?
I mean, ok, I have to replace "lightning rails" with something else, no big deal.
Sky Pirates *snap snap* I got sky pirates.
Ancient tombs -- this is new??

All this pulp/noir/etc stuff is plot. Eberron is a campaign SETTING
Setting <> Plot
Why should I but the setting if I already have the plot?

(Yes warforged are new)
 

Ashrem Bayle said:
2. A new setting desined to appeal to old D&D players who have served time playing in "generic" settings (FR, Greyhawk etc), then went off to explore more unique settings (Darksun, Planescape etc), and now wants to return to a "generic" setting where things are just different enough to make it fresh.

Actually, this partly respond to my question.
 

dreaded_beast said:
So why are you looking forward or not looking forward to Eberron?
I'm personally not looking forward to it simply because, for me, it falls into the "just another campaign setting" category. I've been playing for more than a decade, thus have already long since chosen my campaign setting(s).
 

BryonD said:
But I don't really follow this. I mean, why can't I do all this in Greyhawk?
I mean, ok, I have to replace "lightning rails" with something else, no big deal.
Sky Pirates *snap snap* I got sky pirates.
Ancient tombs -- this is new??

Because sky-pirates don't have a natural place in Greyhawk without shoehorning them in. I can shoehorn a modern thecnological city into the Flanaess too, but it sticks out like a sore thumb to anyone else used to the "default" setting. Magical conveyances don't really have a place in Greyhawk that I can recall.

EVERYBODY'S got ancient ruins. Can't have D&D without ancient ruins, someplace. :)
 

Henry said:
Because sky-pirates don't have a natural place in Greyhawk without shoehorning them in. I can shoehorn a modern thecnological city into the Flanaess too, but it sticks out like a sore thumb to anyone else used to the "default" setting. Magical conveyances don't really have a place in Greyhawk that I can recall.

EVERYBODY'S got ancient ruins. Can't have D&D without ancient ruins, someplace. :)

I guess I just don't see that.
Ok, maybe "Sky Pirates" explicitly would stand out in Greyhawk. But it is still just a specific instance of a thematic element.
 

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