Mouseferatu
Hero
BryonD said:Would you see any meaning in the statement that one of the most devoted myrmidons of Eberron didn't like the most commercially successful setting ever?
Not really. I love Eberron and dislike FR. I know people who love both. I know people who hate both. (And for the record, I don't hate FR. I just have no liking for it, either.)
Not sure I really feel the phrase "most devoted myrmidons" is appropriate either. I'm a fan of the setting, nothing more. Believe me, there are plenty of people out there more "devoted" than I.
Anyway, I've tried reading my copy several times and I see the same thing each time. A world where you are told where everything goes. How that increases adventure options, I will never understand. I've yet to see an actual example of adventure that can be done in Eberron, but not in my homebrew.
Odd. I see a new plot hook or adventure idea every few pages, and haven't yet once run across something that made me feel "I can't do this" or "I'm limited in that."
As far as comparing Eberron to homebrews, I've found stuff I can do in Eberron that I couldn't do in my previous homebrew settings as written. I've also got things in the homebrew settings that I couldn't do in Eberron. I'm not looking for the perfect setting in which to play all my future campaigns. No such thing exists, not even of my own creation. I love the feel of Eberron, and I will play many games in Eberron, but I will continue to tell stories in my own setting, and other published settings, as well.
I do not believe that "the perfect" campaign world exists, because my tastes in campaigns and stories varies.
There is an amazingly developed, detailed and tangled political world in Eberron. And I can completely understand the appeal of that. But beyond that its just telling me what I can and can't do. Who needs that?
Of course I can ignore any of it I want to. But if I start doing that, then what is the point of buying the stuff in the first place?
I like having an amazingly developed, detailed and tangled political world, because that's one of the primary things I look for. I want a world that fits together and feels like an actual, cohesive place. One that doesn't feel slapped together.
Again, I've never once felt that the book was telling me what I could or couldn't do, unless the book saying "Most orc tribes live in these locations" is a limiting factor. I don't find it to be such.
I love FR. I've never actually PLAYED in FR that I can recall. FR is a mountain of mix and match classic fantasy elements. So much that it doesn't even make sense as a single world. But it is all modular and I shred it and toss the stuff I don't like and blend the cool stuff into my home brew.
That's just the point, to me. If I buy a campaign setting, I want a campaign setting. Sure, I'll probably steal bits out of it and use them in my own homebrew as well, but I want the setting to stand as a world. The fact that FR doesn't is a failure on its part, IMO.
(To be fair, I don't attribute that failure to Greenwood. I attribute it to the fact that this single fantasy setting has had dozens if not hundreds of different creative directions and developers at one time or another.)
But a setting that doesn't hang together as a world isn't a setting, IMO. It's a toolkit. Toolkits are great, but not when you expect to be buying a setting.

Eberron is the opposite. An extremely consistent and rational world that gets there by linking everything in one giant gordian knot.
Sounds like the best parts of real-world history/historical fiction to me.

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