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| Saurenda10-05-04, 01:50 PM | Hey, folks, thanks for the comments. Please understand that this series is supposed to have very short articles, and that means I can't get into a lot of detail on any particular topic before running out of space. Each is going to take one standard D&D theme and talk about how it's different in Eberron; you folks on the boards here know more about Eberron than your typical visitor to the WotC site so many things in these articles aren't going to be a revelation for you (you already figured it out, you understand the setting better than your typical Joe Gamer). That said, I would like to hear what sort of things _you_ would like to hear explored in this series, given the above context (standard D&D themes that work a little differently in Eberron). I have six more articles to write (the second article is already in the pipeline to be posted, and didn't have to be finished so quickly like the first one, so hopefully you'll like that one more) and time to incorporate your suggestions. Again, thanks for your comments, and I hope the next article is more to your liking Something I'd like to see looked upon that most gamers may want to see is a short history of the last war with minor details of how each country played a part, and why each country despises one another. Thrane and Karnnath are prime examples. If geogrpahy and political reasons are too boring a look at the sheer magnitude of magic in Eberron would be nice. Character benefit from improved and new methods of travel, as well specific areas which can boost thier abilities. Manifest zones in general would be a good topic I think. Players could see how dangerous and wonderful such an addition would be. Again thank you SKR for your work, I hope you can bring a few more people closer to Eberron. |
| xcorvis10-05-04, 02:05 PM | Something I'd like to see looked upon that most gamers may want to see is a short history of the last war with minor details of how each country played a part, and why each country despises one another. Thrane and Karnnath are prime examples... I think your ideas are good but you're misunderstanding what the column is about. The ideas you suggested might be partially addressed by SKR's "Eberron's Under the Glass" column, but they're really more appropriate for Kieth's "Dragonshards" column. Here's the first paragraph from the article: Welcome to "Eberron Under the Glass," a new column that looks at how to handle staple themes of D&D adventure in an Eberron campaign. Whether it's a search for a lost artifact, unearthing lore in an old tome, or dealing with a goblin uprising, Eberron campaigns do things a little differently. This series helps Eberron players and DMs get the right feel in the setting. So a good topic for the column would be war - how is war different in Eberron than it is in "regular" D&D. Or travel might be a good topic. Since travel is far easier and faster in Eberron, how can you make the journey an important part of the game? Adapting Planar adventures, intrigue, even the classic dungeon crawl might be more what he's looking for. |
| Atlictoatl10-05-04, 02:25 PM | I'm not sure exactly how these would translate into "Glass" articles (the premise of the articles is kinda weird, IMO, as the topic is addressed handily by the ECSB), but these are areas of Eberron that are quite different from other D&D products and which can always use more exposition. ~*~ Magic Item Creation The presence of dragonshards, artificers, magewrights, and House Cannith dramatically affects how magic items are constructed in Eberron. Concordances and the Planes The planar structure of Eberron is significantly different, and designed to be a storytelling tool for the DM. Extraplanar Threats Eberron has a rich history of extraplanar threats, with organizations designed both to guard against them and to break the wards that keep them from reoccurring. Possession Eberron has rules for possession by both evil- and good- aligned entities. Dragons Dragons play a unique role in the world, cosmology, and mythology of Eberron. Population The nations presented in the ECSB have very low population density, and a lengthy war just ended. How does that affect gameplay? Unexplored Lands Eberron has an entire continent designed for player exploration. Monstrous Nations Eberron has a rich history of Monstrous Civilizations and Empires, including modern-day monstrous nations. Monstrous races aren't just random encounters or mindless beasts in Eberron; they could be more cultured in some respects than the adventurers themselves, with potent magic items, crafted armaments, and tactical intelligence. Pirate Adventure House Lyrandar dominates trade on the High Seas, but the Lhazaar Pirates exist. How does the Mark of Storm affect seafaring, and how do the pirates keep up with the Lyrandars? Barbarian Hordes Barbarians in Eberron come from specific cultural backgrounds, including the Seren and the orcs of the Shadow Marches. Dwarves Dwarves of the Mror Holds and House Kundarak are significantly different from your standard D&D dwarf. Gnomes Same with the gnomes of Zilargo. Halflings Ditto the halflings of the Talenta Plains and Houses Ghallanda and Jorasco. Divine Healing Priests in Eberron don't just heal anyone willy-nilly. There aren't that many individuals with true spellcasting power, and clerics reserve their spells for the faithful. ~*~ The ECSB is chock-full of divergent material. These are just topics culled from five minutes of brainstorming. I'm rather surprised WotC hasn't given Sean K. Reynolds a list of topics they want addressed, though. Shouldn't this endeavor be coordinated with the Dragonshards for maximal coverage without repetitive overlap? |
| Just another user10-05-04, 06:44 PM | An argument I'd like to see treated, possibly even in a future dragonshards: Magic and Law/society: For example, in "standard d&d there are not particollary limitation to the market of magic items, but it only logical that in a world where magic is common like Eberron, some items would/should be outlawed and sold only with special license or on the black market, (think for a moment, rogue with high UMD skills + scroll of knock/spider climb or wand of invisibilty, to not mention the destructive potential of a wand of fireball. Or again, are spells like reincarnation recognized by the laws? If a evil wizard (tm) turn me in a frog how many problems would I have to go to my bank, prove my identity and withdrawn some of my gold? |
| MarkB10-05-04, 06:53 PM | Heh, I think the question of wand-licensing could be an explosive subject. But they're very good questions - we know there's an existing, quite complicated legal system - the Codes of Galifar - which is still enforced in some of the Kingdoms, and this would certainly seem to be an area they'd cover. I believe Keith Baker has mentioned that there will be some more details on the Galifar legal system in the Sharn book, though we'll have to wait and see if they cover magic item laws. |
| SirLoin10-05-04, 08:28 PM | I feel an overlooked portion is the ways of the dwarves and how exactly they 'protect' everyones monies. Why is it so safe to have your money in dwarven hands as opposed to the greatest kingdoms' banks? What guarantee do they offer and how are their claims of protection backed-up or insured if you will? Who are the movers and shakers of the dwarven banking system? What type of structures secure the money? What lands are their letters of credit accepted in and are their letters worth their literature in gold? |
| aelryinth10-05-04, 09:03 PM | I'd be more interested in finding some of the great captains of industry who are competing with the Dragonmarked houses. While it may be true that a Dragonmarked character has access to some very key magic for a feat, any decent spellcaster can do the same or more. I'd think a midlevel true spellcaster would be able to make a LOT of coin and be willing to recruit others interested in the same thing, and be able to compete against the Houses in ways they just wouldn't be able to adapt to easily. And since the Spelljammer rules were never officially noted as not working, would a Helm work in Eberron? Heh, airships, right! :) Lastly, how exactly does the populace look at adventurers? They are all over FR and cheered or spit on like sports teams...in Greyhawk they are just mercenaries...you may be the pulp hero of your adventure, but what does the common man think of a team of adventurers? Or the uncommon man for that matter? Magic items all requiring Dragonshards to work would be a good article, if it's true... Becoming a mercantile player in the shadow of the Great Houses...how do you become an independent merchant king? Is it even possible? And just what is the view on nobility now that Galifar is shattered, one nation tossed them out for their Church, and the whole of the Eldeen doesn't have them anymore? What exactly does a noble have to do and be seen doing to be a noble in Eberron, versus other realms? Things like that:) Hi, Sean! ==Aelryinth |
| Zalaz Mavi10-06-04, 09:11 AM | If you're going to introduce the uninitiated into Eberron, an excellent starting point would be to discuss magic. How are perceptions and attitudes toward magic different? Broadly outline how the role of wizards and sorcerers is different. How clerics are handled differently. How the role druids differs. And so forth. Since magic is so fundamental to any fantasy setting, coverage of the subject is certainly a given... |
| Just another user10-06-04, 10:03 AM | If you're going to introduce the uninitiated into Eberron, an excellent starting point would be to discuss magic. How are perceptions and attitudes toward magic different? Broadly outline how the role of wizards and sorcerers is different. How clerics are handled differently. How the role druids differs. And so forth. Since magic is so fundamental to any fantasy setting, coverage of the subject is certainly a given... And on the same theme, an article on how the standard races are different from the standard D&D. one over the others, the orcs/half orcs, they are not the only a race of savage brutes anymore, in Eberron Orcs are one of the most spiritual races, the first druids and guardians of nature from the planar abominations. |
| Edymnion10-10-04, 08:35 PM | After thinking about it for a while, I'd like to see the style issues raised by "When do I award experience?" Do you wait until the end of the adventure to grant xp, meaning they stay the same for the entire thing, and jump ahead at the end? What effects will that have on the feel of play? Do you wait until the end of the session for that day/night? Do you give out xp at the end of every fight/encounter, meaning the PCs can get a "second wind" half way through when they level into more hitpoints and spells? Personally, I hand xp out after every encounter. People are always getting up to get more snacks, go to the bathroom, etc, so we have a natural downtime that can be used for character sheet maintenance. Also gives the party that extra little kick when they're getting beaten down that lets them pull through. |
| Ryltar Swordsong10-10-04, 09:33 PM | SKR is a hack. He's nearly ruined FR in 3e, and now he's set his sights on Eberron? :nonono: |
| xcorvis10-11-04, 11:06 AM | SKR is a hack. He's nearly ruined FR in 3e, and now he's set his sights on Eberron? :nonono: Your comment is not helpful. If you think he's so bad maybe you should offer some constructive criticism, to improve his work. |
| Atlictoatl10-11-04, 12:00 PM | Your comment is not helpful. If you think he's so bad maybe you should offer some constructive criticism, to improve his work. This isn't the role of a consumer, it's the role of an editor. As a consumer, pretty much all one can properly do is not buy product that disappoints one. That said, I also felt the opinion to be harshly expressed, especially as the man in question is presumably reading the thread. Certainly, WotC had enough confidence in Sean K. Reynolds to assign the books they did to him, and the sales on his products and sum total assignments means much more than the opinion of a few fanboys. It is unfortunate he wrote the first Eberron-related article that raised the ire of the very devoted Eberron fanbase. I wish him all fortune in producing future articles that do a better job of pleasing that fanbase, and hope that WotC gives him full support in achieving that. I suspect, over the long haul, we won't be an easy bunch to please... |
| Six Million10-12-04, 08:24 PM | I suspect, over the long haul, we won't be an easy bunch to please... Quoted for truther-ish-ness-ige-ery What I'd like to see is an article on how to integrate PrC's and Base Classes into Eberron. For example, we know that Dhakkani Hobgoblins are Samurai, and Dhakkani could be lashers (the chain PrC). I'd just like to protest that Eberron doesn't mix technology and magic, it replaces technology with magic. I know it's semantics, but it's a big point of Eberron. |