How NOT to.... [Archive] - Wizards Community

Post/Author/DateTimePost
Wyrin

02-14-05, 11:39 AM
One of the things I've noticed is that several suggestions for adventures in Eberron I've seen on websites seem merely lifted from old ideas that have been kicking around in other game worlds for years, just with the names changed. So with all the talk baout what gives an adventure an Eberron feel, I thought I'd turn that on its head and ask what would people expect not to see in an Eberron adventure/campaign?

Developing this further, what should you take out of previously published modules for other game worlds in order to give it the Eberron atmosphere?
Siberys

02-14-05, 12:01 PM
World Hopping. I ABHOR World Hopping. I just think it's a bad Idea. I Immediatly scrap any adventure with world-hopping (From any CS), unless it can somehow easily be changed.
chimpman

02-14-05, 12:08 PM
Hmmm... good question. What would I expect not to see? Well, a linear adventure for one (which is why I stopped buying the Eberron adventure series after Shadows...). Goals can be well defined, sure. But Eberron is supposed to be about making the PCs be the center of the story, and that's hard to do with a linear adventure path.
Wyrin

02-14-05, 12:10 PM
Thanks Siberys for the opinion, but the question still stands.

For example the Doomgrinder module (http://www.rpgunited.com/product/greyhawk/tsr9581.html) would seem to fit the high octane action feel, and could be adapted for a House Orien prototype train that gets derailed following sabotage and heads full speed towards the Sharn.

Not really any "world hopping" going on as such
Cairn Stone

02-14-05, 01:22 PM
Thanks Siberys for the opinion, but the question still stands.

For example the Doomgrinder module (http://www.rpgunited.com/product/greyhawk/tsr9581.html) would seem to fit the high octane action feel, and could be adapted for a House Orien prototype train that gets derailed following sabotage and heads full speed towards the Sharn.

Not really any "world hopping" going on as such

Ah, the Doomgrinder. That was one of my favorite setting pieces of Greyhawk.
You could adapt that pretty easily for Eberron I imagine. It could be some mystical countdown device, timing events of the Draconic Prophecy.
For those who do not know what the Doomgrinder is, it is a massive windmill in the Greyhawk setting located in the Cairn Hills near Greyhawk city(I think). The entire structure is made of stone. Magic and other attempted means of damaging the structure have all failed.
The structure is thought to be some kind of celestial timekeeper, and weird lightning storms occur whenever it moves. Rumor also has it that when one of the sails reaches its zenith, some catastrophe will occur.
Anyhow, for Eberron purposes, aside from a timekeeper for celestial movements or things pertaining to the Draconic Prophecy, it could also be a device created by the Gatekeepers long ago as a means to predict or time the movements of the planes. Perhaps a sail reaches its zenith when Xoriat becomes coterminous.
Just some thoughts.
Sharn Inquisitor

02-14-05, 01:26 PM
I sort of disagree with Chimpman. I think one of the strong selling points of Eberron is the complicated plots, and diverse organizations all at work in the world. Yes, the PCs are the center of the campaign, but I think it's important that all parties involved understand that it's a great, big world out there and lots of groups are vying for power (not just nations) in a coldwar style era.

I think one aspect that you will NOT see in Eberron is a simple plot line. If you look at Whispers of the Vampire's Blade for instance, there are so many groups after the vampire/sword. As a DM it can be challenging to balance all these points of view, but challenge is what makes it fun for me.
Cairn Stone

02-15-05, 05:42 PM
I think one aspect that you will NOT see in Eberron is a simple plot line. If you look at Whispers of the Vampire's Blade for instance, there are so many groups after the vampire/sword. As a DM it can be challenging to balance all these points of view, but challenge is what makes it fun for me.

This, to me, is also why Eberron works so well.

It may be a challenge to balance all of the various points of view from each power group or faction, but not only does this make the DMing more satisfying, but through that action the world really comes to life for those playing in it.

Eberron meshes its layers incredibly well.
Edymnion

02-15-05, 06:29 PM
Things that should not be in an Eberron game:
1) Clearly defined good and evil sides. You fight them because they're the evil bad guys, because you're the good guys.
2) Us and Them. There's the party, there's the single badguy group, thats it.
3) A happy ending. And everyone lived happily ever after in peace and security.
4) Anything that involves getting hired by someone over lvl 5.
Gurv

02-15-05, 07:01 PM
4) Anything that involves getting hired by someone over lvl 5.Unless said person is an ancient evil who has been trapped for thousands of years and therefore cannot do the job himself. :devil:

1) Aid from high level NPCs (was this just so obvious that no one said it?)

2) PCs without goals and dreams. Even if those goals are fame and riches.

3) Obvious situations being what they appear. An orc guarding a 10'x10' room should turn out to be a Gatekeeper druid guarding a treasure pertaining to the safety of this dimension, not a guy with 100gp.

4) Enemies who are nothing more than an armor class with hit points. If the players are fighting something, there should be a reason for it. Not just because it takes 13.3 encounters to gain a level.

5) Final solutions. Everything should be a loose end, and resolving a loose end should result in two more. Every action has a reaction.