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Why is Eberron being pushed so hard?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 1693712" data-attributes="member: 710"><p>That depends on your homebrew world - maybe people can`t have a wild chase through and above a lightning rail (or any other raillike vehicle) in your world? </p><p>But I think there is little point to compare Eberron to your homebrew world - you created the world to do exactly the things you like, and you spent a lot of time to do so (I guess). Though you are both biased towards your own setting, but the setting is probably better to you anyway - it suits your needs. A official setting will probably never give you that. But remember, there are many gamers out there who might just start into D&D, and lack the experience to create new worlds. And then there are gamers who simply lack the time to do so. </p><p>So, they only question remaining is: Why not Greyhawk or Forgotten Realms?</p><p></p><p></p><p>That`s something I like for a world, if I want to use it. Especially if all of this knowledge is contained in a single book. </p><p>Forgotten Realms is a big setting with a rich history and thousands of details. I could never create my own adventures there, because I would always see the risk of breaking continuity with older books or adventures. I know, I could do it and just say: "This is my FR". But I have two players in my group that are ten years older than me, and they probably know a lot about FR. If they suddenly can`t trust their own memories of the setting, it becomes incredibly difficult. </p><p>With Eberron, I can take the book, and have all the information I need. At least for now - maybe this is wrong in 2, 5 or 10 years. But unlike with FR, I will be grown up with it.</p><p></p><p>(These things aside: I will probably not master in Eberron. And I am happy with it, because I prefer playing in it. I already have the burden to master a Diamond Throne / Arcana Unearthed campaign I would prefer playing in <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p></p><p>Well, he is telling what his setting makes swashbuckling action - not what you might be able to do in other settings. But see it from this point of view:</p><p>If you`re a new gamer, you probably don`t have the Unearthed Arcana book (why should you need variant rules if you aren`t familar with the standard rules?) </p><p></p><p>But the final reason for Wizards of the Coast pushing Eberron so hard:</p><p>They have invested some money into it. They want to be sure to get it (and much more) back. They already have a strong book line with Forgotten Realms and their Complete xyz handbooks. They are not pushing only one thing. This might be a danger, if they saturate the market. But so far, it seems not to happen. We´ll see it in a few years...</p><p></p><p></p><p>If Eberron is well-made (and so far, I think it is <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ), then this isn`t bad. Jonny Playstation might grow up to a John Roleplayer thanks to it. </p><p></p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 1693712, member: 710"] That depends on your homebrew world - maybe people can`t have a wild chase through and above a lightning rail (or any other raillike vehicle) in your world? But I think there is little point to compare Eberron to your homebrew world - you created the world to do exactly the things you like, and you spent a lot of time to do so (I guess). Though you are both biased towards your own setting, but the setting is probably better to you anyway - it suits your needs. A official setting will probably never give you that. But remember, there are many gamers out there who might just start into D&D, and lack the experience to create new worlds. And then there are gamers who simply lack the time to do so. So, they only question remaining is: Why not Greyhawk or Forgotten Realms? That`s something I like for a world, if I want to use it. Especially if all of this knowledge is contained in a single book. Forgotten Realms is a big setting with a rich history and thousands of details. I could never create my own adventures there, because I would always see the risk of breaking continuity with older books or adventures. I know, I could do it and just say: "This is my FR". But I have two players in my group that are ten years older than me, and they probably know a lot about FR. If they suddenly can`t trust their own memories of the setting, it becomes incredibly difficult. With Eberron, I can take the book, and have all the information I need. At least for now - maybe this is wrong in 2, 5 or 10 years. But unlike with FR, I will be grown up with it. (These things aside: I will probably not master in Eberron. And I am happy with it, because I prefer playing in it. I already have the burden to master a Diamond Throne / Arcana Unearthed campaign I would prefer playing in :) ) Well, he is telling what his setting makes swashbuckling action - not what you might be able to do in other settings. But see it from this point of view: If you`re a new gamer, you probably don`t have the Unearthed Arcana book (why should you need variant rules if you aren`t familar with the standard rules?) But the final reason for Wizards of the Coast pushing Eberron so hard: They have invested some money into it. They want to be sure to get it (and much more) back. They already have a strong book line with Forgotten Realms and their Complete xyz handbooks. They are not pushing only one thing. This might be a danger, if they saturate the market. But so far, it seems not to happen. We´ll see it in a few years... If Eberron is well-made (and so far, I think it is :) ), then this isn`t bad. Jonny Playstation might grow up to a John Roleplayer thanks to it. Mustrum Ridcully [/QUOTE]
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