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Why FR Is "Hated"
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<blockquote data-quote="Staffan" data-source="post: 7127579" data-attributes="member: 907"><p>Eberron's gods (or at least the Sovereign Host/Dark Six pantheon) are not, like those of FR or Planescape, faith-powered. They do not overtly interfere in the world, though their followers say they see the actions of the gods present in everything. When a warrior is defending a pass against a superior force, she will say Dol Arrah is there with her, but Dol Arrah does not manifest in the flesh. That's pretty much how faith works in the real world.</p><p></p><p>Divine magic is primarily dependent on the faith of the wielder.</p><p></p><p></p><p></p><p>Eberron's splat books didn't move the setting forward, but rather provided more depth to the setting in its original state. The Sharn sourcebook provides a lot of information on the city of Sharn, making it much easier for me to run a game there, and provides a lot of plot ideas for me as a DM. It tells me "Here's a thing that could happen." What it does not do is tell me "Oh, and here's a thing that <strong>has happened</strong> since the core book was released."</p><p></p><p>For example, some of the leadership of House Deneith have been infiltrated by sinister forces, with the idea being that when the land descends into the chaos of war again, Deneith can step forward and assume control as a force untainted by the intrigue of nations. That's an awesome plot idea that I could build a whole campaign around. What would not be awesome would be to have the book <strong>say</strong> "War has started up again, and people are becoming disillusioned with the idea of nationalism, and would be ready for some neutral force to take over. House Deneith seems like they would be in the perfect spot." The problem with that is that doing so would invalidate a whole bunch of other potential plot ideas.</p><p></p><p>And the adventures published were all fairly small-scale: explore a ruin, find a MacGuffin, and so on. You didn't get any adventures about overthrowing king Kaius III or stuff like that.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7127579, member: 907"] Eberron's gods (or at least the Sovereign Host/Dark Six pantheon) are not, like those of FR or Planescape, faith-powered. They do not overtly interfere in the world, though their followers say they see the actions of the gods present in everything. When a warrior is defending a pass against a superior force, she will say Dol Arrah is there with her, but Dol Arrah does not manifest in the flesh. That's pretty much how faith works in the real world. Divine magic is primarily dependent on the faith of the wielder. Eberron's splat books didn't move the setting forward, but rather provided more depth to the setting in its original state. The Sharn sourcebook provides a lot of information on the city of Sharn, making it much easier for me to run a game there, and provides a lot of plot ideas for me as a DM. It tells me "Here's a thing that could happen." What it does not do is tell me "Oh, and here's a thing that [B]has happened[/B] since the core book was released." For example, some of the leadership of House Deneith have been infiltrated by sinister forces, with the idea being that when the land descends into the chaos of war again, Deneith can step forward and assume control as a force untainted by the intrigue of nations. That's an awesome plot idea that I could build a whole campaign around. What would not be awesome would be to have the book [B]say[/B] "War has started up again, and people are becoming disillusioned with the idea of nationalism, and would be ready for some neutral force to take over. House Deneith seems like they would be in the perfect spot." The problem with that is that doing so would invalidate a whole bunch of other potential plot ideas. And the adventures published were all fairly small-scale: explore a ruin, find a MacGuffin, and so on. You didn't get any adventures about overthrowing king Kaius III or stuff like that. [/QUOTE]
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