| Post/Author/DateTime | Post |
|---|---|
| Reclaimed07-10-06, 08:30 PM | New to D&D(oh no not another) jk. For Eberron, what books are must have books and what books are recommended? Any specific campaigns that are extremely fun? Well, wish I could be more specific, but I don't know hardly anything about Eberron. oh-What books are the worst(absolute-do not buys)? |
| Gnome_Dragon_Disciple07-10-06, 09:00 PM | For a new player, stick with the core rulebooks for a little while. If at all possible, see if you can get in on a more experienced group to show you the ropes. As far as Eberron goes, the Eberron Campaign Setting is the only one that you really need to run a campaign in it. Sharn: City of Towers is probably one of the best books printed for any setting, but for a group of people unfamiliar with the setting the Player's Guide to Eberron and Races of Eberron would probably be a good bet, the latter of which is great for describing the subtle nuances of what drives the different races of Eberron to new players. |
| Reclaimed07-11-06, 05:07 PM | Thanks gnome-I am currently playing in an iron kindoms environment and am having an absolute blast with it. We are doing the witchfire trilogy and then will break into DM designed adventures upon completion. I am still figuring everything out about roleplaying, but am having a lot of fun with it and love reading the campaign setting style books. I haven't bought the Eberron campaign setting yet, but will probably order it soon, as well as the players guide and the races of Eberron. I will have to look at the Sharn: City of Towers(is it just a city guide, or does it have a campaign to go with it?). I am really enjoying the witchfire trilogy and was wondering if Eberron has a campaign that is as long or similar in length to it. What is a good campaign to start with? I am currently designing my own campaign and a thorp to base the first adventure out of. I am having a lot of fun with it, but it is also nice to be able to pick an adventure up and not have to design everything about it, but am also caple of adding my own adventure(side adventure) to it. |
| ChaoticGood07-12-06, 12:40 AM | Books that I am looking forward to getting my hands on (as a DM) include Five Nations and the Explorer's Handbook, but Player's Guide to Eberron will probably serve you better as a player. Sharn: City of Towers is an important book to have, because Sharn is the suggested location for starting campaigns AND the "base of operations" for the current adventure modules. Sharn is wonderful, but it just SO different from the usual D&D campaign setting that I found it hard to imagine properly until I got this book. So far there are four adventure modules for Eberron: Shadows of the Last War, Whispers of the Vampire's Blade, Grasp of the Emerald Claw, and Voyage of the Golden Dragon. The first three continue the story begun in the mini-adventure at the back of the ECS, while the fourth is really more of a guidebook of ideas for running an adventure on an airship. While the three "linked" adventures form a fairly coherent story, they were written by three different authors... and it shows. Shadows (SotLW) was written by Keith Baker, the creator of the setting, and is worth buying for the sole fact that it is a glimpse into the creator's mind of what a campaign in Eberron should look and feel like. Whispers (WotVB) takes a departure from the main storyline but has several unusual encounters (such as fighting your way through a mob of panicked people) that make it, IMHO, the standout best of the three. Grasp (GotEC) takes the characters to the lost continent of Xendrik, and while it is fun to play, the Encounter Levels fluctuate wildly and the storyline gets kind of shaky. (Personally, I wish they had let Keith write the ending.) Voyage (VotGD) is the newest of the three. I haven't read it yet, but it sounds like it will be worth picking up once my players get into higher levels. |
| ccerose07-12-06, 03:02 PM | I've picked up every book for the Eberron campaign setting. The books I feel are essential are: The ECS (of course) Five Nations Explorers Handbook Sharn: City of Towers Races of Eberron goes into the nuances of the races, especially the Kalishtar, but there is enough info in the ECS to run the game. Magic of Eberron is very useful, but again, not essential. Depends on your tastes as far as populating with magic users and artificers. The Players Guide to Eberron has a lot of nice fluff to it and I have found it useful for generating adventure ideas. Secrets of Xen'drick...Well, I'm picking up my copy today and am looking forward to planning more adventures on this continent. Since you are just starting your campaign, this is something that can be added to your book list later. |