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Why didn't Eberron click?
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<blockquote data-quote="JPL" data-source="post: 1630643" data-attributes="member: 1964"><p>That would've been a bad idea at this stage in the game. </p><p></p><p>The campaign setting book had to give DMs and players a sense of the entire world --- geography, cosmology, history, but also tone and style. That's already a tall order.</p><p></p><p>One of the premises of the setting is that "if it's in D&D, it's in Eberron." But especially once you get beyond the core rulebooks, "what's in D&D" varies from playing group to playing group. Devoting lots of space in the core campaign book to these add-ons makes them seem like part of the "canon" of the setting.</p><p></p><p>There is a huge assortment of books to consider [even if one limits the choices to WotC products], and precious space in the core campaign book should not go towards defining the role in the campaign setting of the minutia contained in these add-on books. </p><p></p><p>Do we need to know in the first book the place master throwers and drunken masters and feytouched and needlemen and ocean giants have in the campaign? </p><p></p><p>There's also the issue of making the PCs important and keeping the number of powerful NPCs down. Defining the role of each prestige class in the setting --- this is where eldritch knights come from, this is who can teach you candle magic, this is where the templars live --- ends up implying the existence of all sorts of relatively powerful NPCs. </p><p></p><p>In a setting like Eberron, I think it's far cooler to have the PC be unique --- the last of his kind or the first of his kind. If a player wants to play...say, an incantrix...well, maybe he comes from the only family in Eberron that knows those arcane secrets, or maybe he figures them out on his own.</p><p></p><p>Now, there might well be a market for something along the lines of "Player's Guide to Eberron," which would get into that sort of detail with some of these add-on products [as did the Player's Guide to Faerun], and tell you where the Book of Vile Darkness fits in and where the Draconomicon fits in and so forth. Some suggestions along those lines would be great as a web enhancement, and they make great message board fodder [people are already riffing on "Eberron meets Ghostwalk" and "Eberron meets Oriental Adventures"]. But not in the core rulebook.</p></blockquote><p></p>
[QUOTE="JPL, post: 1630643, member: 1964"] That would've been a bad idea at this stage in the game. The campaign setting book had to give DMs and players a sense of the entire world --- geography, cosmology, history, but also tone and style. That's already a tall order. One of the premises of the setting is that "if it's in D&D, it's in Eberron." But especially once you get beyond the core rulebooks, "what's in D&D" varies from playing group to playing group. Devoting lots of space in the core campaign book to these add-ons makes them seem like part of the "canon" of the setting. There is a huge assortment of books to consider [even if one limits the choices to WotC products], and precious space in the core campaign book should not go towards defining the role in the campaign setting of the minutia contained in these add-on books. Do we need to know in the first book the place master throwers and drunken masters and feytouched and needlemen and ocean giants have in the campaign? There's also the issue of making the PCs important and keeping the number of powerful NPCs down. Defining the role of each prestige class in the setting --- this is where eldritch knights come from, this is who can teach you candle magic, this is where the templars live --- ends up implying the existence of all sorts of relatively powerful NPCs. In a setting like Eberron, I think it's far cooler to have the PC be unique --- the last of his kind or the first of his kind. If a player wants to play...say, an incantrix...well, maybe he comes from the only family in Eberron that knows those arcane secrets, or maybe he figures them out on his own. Now, there might well be a market for something along the lines of "Player's Guide to Eberron," which would get into that sort of detail with some of these add-on products [as did the Player's Guide to Faerun], and tell you where the Book of Vile Darkness fits in and where the Draconomicon fits in and so forth. Some suggestions along those lines would be great as a web enhancement, and they make great message board fodder [people are already riffing on "Eberron meets Ghostwalk" and "Eberron meets Oriental Adventures"]. But not in the core rulebook. [/QUOTE]
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