A question on the setting and things [Archive] - Wizards Community

Post/Author/DateTimePost
Gannd

06-12-04, 10:54 PM
I have around 9 months experience playing D&D in Forgotten Realms. I was transfered and am thinking about picking up Eberron for the group I formed, the catch is that I don't have much experience DMing at all. I have experiencing with writing and game development (PC games), I want to know how the book is set up. Is it mostly crunchy bits or a good balance of fluff and crunchy?

Thanks!
ieattrollsforbreakfast

06-13-04, 03:35 AM
AFAIK its mostly fluff. There are a few extra crunchy bits, such as a few new PrCs, spells, feats (70 feats!), but the vst majority of the book is history, relations, geography etc.
ChronosCrow

06-13-04, 03:39 AM
I'd say the large portion of the asspects of the book is just intrigue/politics and setup for a campaign. The 'World' section is 100 pages out of the alotted 320. By far the largest section.

Yes there is the new PC class, races, a few spells, 70 feats (mostly all not very confusing and lenghty though 5-6 are long) and 8 new Pres. mostly exclusive to the world.

I'd say the important part of the book is the world aspect, not the new game mechanics.
jedi8187

06-13-04, 08:48 AM
Actually there is a good balance, they have rules for possesion and channeling. You have to select an animal companion from your area of origin. Talenta Halfling paladins get clawfoot mounts instead of warponies. Its mostly just small stuff to fit the fluff, but it is balanced between them mostly, there is also a "How to run a campaign in Eberron" section detailing different methods you might want to use.
JohnnyONeal

06-13-04, 10:02 AM
I think you'll find the fluff you need, without so much crunch that it overwhelms you. The nice thing about Eberron from a new DM's perspective is that there's not as much stuff to know, not as much stuff to buy. That will change over time, but if you're getting in on the ground floor now, you can suck up all the Eberron information that's currently out there without too much "work."

My advice when starting things out is to begin at 1st level, be prepared to fudge dice rolls when you overestimate what the PCs are able to handle, and use one of the many published adventures that will be available. The way I got into DMing was to start with published stuff and transition to homebrew adventures, and I think it worked really well.
ChronosCrow

06-13-04, 10:03 AM
Originally posted by jedi8187
Actually there is a good balance, ...a "How to run a campaign in Eberron" section detailing different methods you might want to use.

Fair enough, I'd be willing to agree here too. A good balance on Eberron's part. Yeah, I haven't quite read that section yet. Still trying to tackle that monolith known as "Life in the World."

While I read that chapter I'm making a tree of each royal family from the 5 Kingdoms and their relations and how they feel about one another from each view point. On another page a tree of politics each section exclusive to one point of view. One another page elements to use for my main story. Next, all side plots that pop into my head as I read and am 'inspired" (sorry, doh!). And a very nifty section called "Take them PC's off guard." My PC's are too use to thinking in a classic RPG type of way, evil is evil, good is good. If you come across something that looks like evil kill it. All dragons are sitting there to have gold for "me" to take it from him. The evil leader becomes everpresent and "I'll not identify with him and his motivations." All things I bet at one point too many people get stuck in classic situational RPGness and they don't change b/c the DM knows no better themself. I'll be changing that and thanks to the books setup, it makes things all the much easier for me. I've gotten so much material, it should rock the cazba.
ChronosCrow

06-13-04, 10:06 AM
Originally posted by JohnnyONeal
I think you'll find the fluff you need... The way I got into DMing was to start with published stuff and transition to homebrew adventures, and I think it worked really well.

Yeah, I didnt' do this when I started out and it kinda damaged my DMing ability. I had merit in my thoughts of, "Pre-made adventure, no way I want my own creation and my own story. That's real, not someone's idea." Merit, but very focused confused merit. This time around things are going to be very different thanks to the great book of Eberron. I positivly love pulp and noir like films so this is going to be straight up my alley.