Advice for starting an Eberron Campaign. [Archive] - Wizards Community

Post/Author/DateTimePost
N-|)

06-19-05, 09:03 PM
Hello, towards the end of summer I plan on running an Eberron campaign. This will be my first time running a campaign with this CS and wondered if anyone had any suggestions?

Thanks alot!
donlazy

06-19-05, 09:33 PM
encourage you players to attempt rash, crazy, off the wall, and totally hopeless deeds. when they get into it, and start using their action points to swing from airships (actual event last friday) they will be totally hooked.

But the best thing to do is make sure you know the CS like the back of Bigby's hand.


-donlazy
Taurren

06-19-05, 09:44 PM
I was about to give a very detailed and exacting response, but donlazy covered everything in just a few words.

IMHO (especially early in a campaign) Eberron is designed to be played fast and furious. Although it has all the elements required to support a very detailed and exacting interactive RP story, the best way to play it (IMO) is over-the-top and with slashing swords and blistering magic.
Arcane Guyver

06-19-05, 09:50 PM
Don't use pre-mades, even the ones in Dungeon. Sounds like a good idea, but in practice, they all tend to be somewhat formulaic and lead the players by the nose.

The Five Nations book should (hopefully) prove invaluable for any Eberron-DM.
donlazy

06-19-05, 09:55 PM
I was about to give a very detailed and exacting response, but donlazy covered everything in just a few words.

That is funny, I had an erie feeling that someone was hot on my trails.

Eberron is all about excitement. Don't have your party going into a dungeon as soon as they get the standard mission from the lonely guy at the tavern. Make sure they feel pressure and heat from all around.

-donlazy
N-|)

06-19-05, 10:00 PM
Thanks alot guys.
I've already decided not to use the premades. My players have actually requested that I make the campaign so they can have more flexibility instead of having to say "If we don't take this quest will it mess up the campaign?"
Taurren

06-20-05, 12:46 PM
Dont knock all the pre-mades. There are many that are perfect for Eberron. There was a thread over a month ago that listed modules that "fit" such as Belly of the Beast by Mike Mearls. I used it as the basis for my group's first adventure in Sterngate and it worked out great!
Arcane Guyver

06-20-05, 05:11 PM
Premades are fine. It's just Eberron-specific premades that sort of irk me.
donlazy

06-20-05, 07:15 PM
what irks you about them? at first, i didn't like baker's writing style, but i do now. i just had to get used to eberron first.

donlazy
Arcane Guyver

06-21-05, 01:35 PM
Eh, maybe the fact that almost every one has an employer telling the party to get something/someone for them. Or that they're all very linear and practically pull the party along on a leash. The ones I ran had an abnormally large amount of loot. Oh, and most have you fighting the Emerald Claw, or if in Xen'drik, drow.

They were rather fun, at least at first. The employer bit can be cool, but it's way overused, to the point where the party felt like they weren't doing anything or making real decisions for themselves.

Then there's that, with the exception of Shadows of the Last War, I got this feeling that the authors weren't really 'in sync' with the setting (even my man Mr. Cordell had people on riverboats wearing full plate...).
Hola

06-21-05, 02:05 PM
Try to include airships somehow. I had the funest game ever last week and all I did was throw in some airships, just once try a mad chaice across the skys with lots of boarding and creative bad guys(and pirate like arrrrs), It makes a hek of fun. We had a soulknife with the up the walls feat so there was lots of running under the ship to catch the falling allies.

Sorry for being so focused on airships but like I said it was a fun session(only one person had action points by the end :) I cranked up the CR)!
Eriedm

06-21-05, 08:50 PM
Don't be afraid to have the players travel far and wide. I started a campaign last week and the group travelled from northern Breland to Sharn, and then to Trolanport. They loved it, keep it moving and keep it fast. Play with the moral ambiguity, I DM another group where they can't tell if their patron is good or evil, but they love working for him. :D
N-|)

06-21-05, 08:51 PM
Well I don't exactly plan to knock out premades entirely. They can come in very handy. What I meant was the entire campaign being premade. My PC's are going through a dragonlance campaign now, "Key of Destiny", and they are getting tired of being led around by the nose.