Why is Eberron being pushed so hard?

Like I said, the current method works fine for the largest sector of possible gamers.

It's just that, no longer being niche-oriented means that old timers and certain intellectuals are out of luck. Alas, I'm the sort of person who studies science, mythology, philosophy, psychology, and history for fun.
 

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Incenjucar said:
Like I said, the current method works fine for the largest sector of possible gamers.

It's just that, no longer being niche-oriented means that old timers and certain intellectuals are out of luck.

I'm sorry? Was the OGL rescinded when I wasn't looking?

Cheers!
 

In response to the first post. The reason Eberron is being promoted so heavily is because it's new; Forgotten Realms and Dragonlance already have established fan bases, Eberron dosen't. From a buisiness standpoint, it just makes sense for WotC to heavily promote their new setting; they want to raise interest in Eberron and allow a fan base to develop so that people will keep buying suppliments for it.

Of course, this point has probably already been made several times in this thread. I just didn't feel like reading through 5 pages of replies. :p

Oh, and just so you know, Eberron isn't the only setting that has upcoming video games based on it: Demon Stone (for PS2 and XBox) and Neverwinter Nights 2 (for the PC) are both set in the Forgotten Realms. Baldur's Gate 3 is also in development (although the official announcement hasn't been made yet), and it will undoubtably take place in the Realms as well.
 

Incenjucar said:
It's just that, no longer being niche-oriented means that old timers and certain intellectuals are out of luck. Alas, I'm the sort of person who studies science, mythology, philosophy, psychology, and history for fun.
As I said, the number of oldtimers are shrinking. It's time for fresh youngblood.
 

MerricB said:
I'm sorry? Was the OGL rescinded when I wasn't looking?

So far the only OGL product I know of that's likely to be as good as, oh, Planescape is, gasp, by the Planescape team.

I'm sure there's plenty of great OGL products, but not all of us have local gaming stores or eons to pore through books that, for the most part, are as bad as, say, the Complete Divine. Borders hasn't shown me anything all that impressive from the 3rd party groups. The only game that has even sounded interesting outside of WotC is "Midnight", but they don't have the bloody thing in any of the bookstores I have access to. I only have three 3rd party books as a result of this, one of the well-known creature thingies which made tabaxi look like moondogs and alu-fiends look like featherless harpies, the Ravenloft book which, while nice, didn't inspire me towards anything, and 3rd party adventure that reminded me why I don't purchase adventures.

Now, if I'm even interested in D&D when 4th edition rolls around, and the OGL gets set up again, I might just do it myself so I won't have anything to complain about, though by then I'll hopefully have a novel out.

Trick is, most likely, the best people to create the sort of setting I would enjoy have already fallen to the populous bug because their editors want to sell to the masses.
 

Eberron just doesn't do it for me. Not because it's new and I can't get my old-timer's head around it, but because it sucks. What makes a setting great is one that has lots of detail, where it is obvious that the people involved gave
everything a lot of thought. I found that with Forgotten Realms to include Al
Qadim and Maztica, but not the Horde. Planescape could have been better if there would have been more meat in it, i.e. setting-specific classes. And I agree with others on this thread that Midnight has that "something" that makes a campaign setting special. It will get better as time goes by as well.
Now if WotC would just get back to doing Dark Sun......
 

schnee said:
'Classic' fantasy is for history buffs and sophisticates... it's almost a dry academic pursuit at that point. I look at the Eberron CS and see a wild riot of energy, liveliness and vitality.

As a bit of a side note... I'm a student of history, and I have to be honest -- I find the world of Eberron to be profoundly interesting because of the post-War to End All Wars parallels, and I think it's quite sophisticated in how it deals with the impact of history on everyone's lives (everyone has been affected by the past hundred years, there's a "what have we wrought?" industrial cynicism-yet-optimism, and we're seeing some serious cultural barriers that are being confronted and overcome). And while I was reading about Sharn, instantly I thought of Blake's "London."

Just felt I should point out that there's a lot of substance there for intellectuals, too. I mean, it's got actual economics tied into the game mechanics, for heaven's sake, which is more than I've ever seen from any other campaign setting for that field. It feels like Final Fantasy, but it also feels like The League of Extraordinary Gentlemen (the comic book that requires extensive annotations, you understand), and, while we're at it, King Solomon's Mines. Tweak to your tastes -- that's the point of the thing.

By the way, Incenjucar, I notice that you seem to be suggesting that the sort of setting that you'd enjoy is a setting that won't appeal to the masses. I think you might be out of luck in this situation, really.
 

I prefer a setting where magic is lower-key, but still available.

My perfect-for-me setting is, frankly, that which I've been working on for several years in various forms (considering I'm more interested in a story world than a D&D add-on).

It has the realism that, since magic is all over the place, people will use it for practical things, but since magic is still damnably hard to get ahold of (Most of the stronger magical methods are held by beings that charge -heavily- for it, partially because the best of them stay immortal by buying the outragously expensive life-extending venom of the "Serpent of Longevity"). Magic even has a somewhat sci-fi explanation, in that it's essentially a waveform/semi-particle, which reacts to mental vibrations, and also leads to the multiple dimensions, where differing physical laws allow such things that are more or less fiends and celestials, so on and so forth. The fantastic creatures and races all have explanations, or such a thing is easily postulated.

It's a strongly fantastic world, where you may, in fact, run in to an elementalist using their powers to bake bread, but they're going to be there because they couldn't afford the full training of the mistress of that art, and beause more powerful effects are hard to come by. They can definately hold their own against a similarly experienced warrior, of course, since the same power used to bake bread can bake skin, armor, weapons, and eyeballs just as easily. Things like Fireball, however, are going to get the same reaction as someone letting off a car bomb when they've only seen firecrackers before. It certainly isn't Shadowdale.

However, since magic isn't nearly as easy to shove in to objects as it is in D&D (where it's mostly a matter of having oodles of gold and a few connections), you don't get places like Eberron either.

It's not exactly a 'gritty' world, though I do intend to have some grit in my actual stories. Heck, it has fancy-schmancy locations like the great libraries; I've got one smack in the middle of a lush jungle guarded by sphinxes, tabaxi-ish things, and a few humans and half-sphinxes (Basically a humanoid, medium-sized sphinx).

Now, I think that such is a fairly viable campaign setting, but it's a definate direction away from typical D&D, and there's certainly no chance of something as massive as the Lightning Rail ever occuring, nor will there be a bunch of places to do a power up tour on ala Planar Handbook, or tripping over wizard enclaves every week ala FR.
 

Incenjucar said:
It has the realism that, since magic is all over the place, people will use it for practical things, but since magic is still damnably hard to get ahold of (Most of the stronger magical methods are held by beings that charge -heavily- for it, partially because the best of them stay immortal by buying the outragously expensive life-extending venom of the "Serpent of Longevity"). Magic even has a somewhat sci-fi explanation, in that it's essentially a waveform/semi-particle, which reacts to mental vibrations, and also leads to the multiple dimensions, where differing physical laws allow such things that are more or less fiends and celestials, so on and so forth. The fantastic creatures and races all have explanations, or such a thing is easily postulated.

Ah, so it's like Star Trek?
 


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