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General Tabletop Discussion
*TTRPGs General
Why are you looking forward (or not looking forward) to Eberron?
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<blockquote data-quote="~Johnny~" data-source="post: 1419714" data-attributes="member: 16493"><p>That's kind of how D&D works, isn't it? D&D didn't become the biggest name in roleplaying because it gave players the chance to play aasimar psions fighting beholders and rust monsters. It started by providing a world where you could fight orcs and trolls with elves and dwarves... then added the unique D&D-specific bits of flavor. A lot of things I like about Eberron -- like warforged or the wax-and-wane planar cosmology that was just revealed -- are not new. They're things I've thought of or read about or seen in movies before. It's just that these pieces are being woven together as a roleplaying game now. Just as Gygax and company pulled in elements from different types of mythology and various fantasy authors, Eberron gives us pieces we've seen in videogames and comic books and more recent fantasy novels, molded together and shaped into something cohesive. Being fresh and being new are not the same thing...</p><p></p><p>It depends on how you argue it. In Dark Sun the Sorceror-Kings had already dominated the world. In Rebellion-era Star Wars campaigns, the Empire has already won. It's not a new concept, but it's a good idea, and there's tons of room left to explore: to take it further and describe a world where evil isn't just status quo, but something that really makes everyone's lives crappy.</p><p></p><p>If anything, the best RPGs aren't ones that create a whole new type of fantasy. They're the ones that take something established and flesh them out as three-dimensional worlds. Take Midnight as an example. The high concept "evil has won" has been done before, but Midnight's doing it in a new way. As I've said before, it's my expectation that Eberron will also fit into this category.</p></blockquote><p></p>
[QUOTE="~Johnny~, post: 1419714, member: 16493"] That's kind of how D&D works, isn't it? D&D didn't become the biggest name in roleplaying because it gave players the chance to play aasimar psions fighting beholders and rust monsters. It started by providing a world where you could fight orcs and trolls with elves and dwarves... then added the unique D&D-specific bits of flavor. A lot of things I like about Eberron -- like warforged or the wax-and-wane planar cosmology that was just revealed -- are not new. They're things I've thought of or read about or seen in movies before. It's just that these pieces are being woven together as a roleplaying game now. Just as Gygax and company pulled in elements from different types of mythology and various fantasy authors, Eberron gives us pieces we've seen in videogames and comic books and more recent fantasy novels, molded together and shaped into something cohesive. Being fresh and being new are not the same thing... It depends on how you argue it. In Dark Sun the Sorceror-Kings had already dominated the world. In Rebellion-era Star Wars campaigns, the Empire has already won. It's not a new concept, but it's a good idea, and there's tons of room left to explore: to take it further and describe a world where evil isn't just status quo, but something that really makes everyone's lives crappy. If anything, the best RPGs aren't ones that create a whole new type of fantasy. They're the ones that take something established and flesh them out as three-dimensional worlds. Take Midnight as an example. The high concept "evil has won" has been done before, but Midnight's doing it in a new way. As I've said before, it's my expectation that Eberron will also fit into this category. [/QUOTE]
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Why are you looking forward (or not looking forward) to Eberron?
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