Going from a "normal" campaign to an eberron one [Archive] - Wizards Community

Post/Author/DateTimePost
Majorafire77

03-12-05, 05:18 PM
I've been planning to start and Eberron/Ghostwalk campaign (put the city of Manifest in the Lhazaar Principalities) for a while now, but my players are used to the standard things like when you see a hobgoblin, kill it. In Eberron going around like that will probably get you screwed up, and in the city of Manifest, killing every ghost you see is impossible. So, I'm wondering, when DMs here started an Eberron campaign (either with Manifest or without), how did you get around the "goblins are evil" mindset that your players most likely had?
Edymnion

03-12-05, 05:25 PM
Well, for starters, I would make sure every player had a copy of the setting and has read it. Other than that, just tell them up front that this is differant, and tell them how. If they go killing goblins and hobgoblins willy nilly, its no differant than murdering elves or dwarves, and the punishments will reflect that.
Vizjerei

03-12-05, 05:28 PM
Firstly, having your players read over the setting sourcebook should cleanse them of some of their stereotypical views of certain races.

Secondly, the Dragonshard article on the Heirs of Dhakaan can also help you out here.

When I first began running Eberron, I did these two things along with the preface that "things are just a little different in Eberron" . It was a breath of fresh air, and my players caught on and have enjoyed it ever since.
Knuckles

03-12-05, 05:43 PM
I think that it is better not to give them the campaign setting itself. It contains lots of spoilers (and I do mean lots). There is an introduction to the world, a thread made sticky in this board, which you may give to your players to read (as I recall it lacked spoilers, which is good). You can also allow them to read sections of the book that you find 'non-spoilery' - the races, parts of the nations, almost nothing of Karnnath and absolutely no sidebars. And I advise taking some time to explain the world to them.

That's what my DM did in the campaign I'm playing and that is what I intend to do when I start DMimg Eberron.
Salla

03-12-05, 08:35 PM
It was easy for us, because we got very very far away from "it's one of those, it's evil, kill it" gaming years ago (well, most of us did ... there's always one guy ...).

If nothing else, for the first few game sessions, if the players are falling into 'old habits', give them a polite reminder of the nature of the situation at hand, then ask them "Are you sure you want to do that?" rather than making them automatically suck the penalty for doing so. Draw a line, though. After three or four reminders of the SAME thing, let the chips fall where they may.