Irilan Imports: Bringing D&D Into Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Liane the Wayfarer

03-23-05, 02:36 PM
I've noticed a lot of Eberronese purism on the boards, and while I have a tendency to "mix-and-match" when I run games, I appreciate the ideal: too many D&D settings have been spoiled by haphazard borrowing. Even well-planned additions can sour the mood, as I felt happened with the importation to the Forgotten Realms of Maztica and Kara-tur materials; I always loved the original Realms, and felt the setting was stronger on it's own elements.

Anyway, one thing I like about Eberron is the care Keith Baker took to put in reasons and consequences without getting too specific; like little hooks they surround Eberron allowing the enterprising DM to add any particular element to it that he likes. Eberron has so much depth that it allows this kind of thing very easily. For example, a recent Adventure Locale (http://www.wizards.com/default.asp?x=dnd/al/20050323a) on the Wizards website features a ruin in a dragon skeleton. Reading over the scenario, I found I could easily place just about all the elements into an Eberronian context. In fact, the setting easily allowed me to embroil a number of secret societies and power groups into it; they don't exist in the original, but when you apply the "Eberron filter" they practically drip out of the article - agents of the Chamber, the daelkyr, and any number of contemporary fools.

Has anyone else had any luck bringing any of the on-line or published D&D material into Eberron? Any thoughts on what to keep in mind when doing it?
lokycat

03-23-05, 03:35 PM
Well in the Eberron Campain im in we use flaws. But instead of geting 2 at first Lv we get one every 5 levels. We get one flaw at Char creation and at 5thLv you have a flaw slot open but you dont HAVE to take a flaw, anytime after 5Lv Char. you can take a flaw for a feat(so if somthing hapends to youre Char. - like a fovia of combat,therefore the char. takes the Non-Combatant flaw for the Point blank shot feat).

My Char also has the WF paragon Class from the FaQs.

But othere that that we have bin plaing the ECS as is writen more or less.
My DM has sead to bring him case by case basis, but he also said that he was goin to be bias fro stuff from othere campain setings.

At first everyone was upset, but after the first session everyone got cutup in the Eberron spirit.
We are ALL VERY happy with the DM and we are ALL glad that we didint F%#@up ECS :)
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Urko

03-23-05, 04:10 PM
I think there is a difference between adapting and importing. Adapting, to me, is taking rules, prestige classes, magic items, adventures, what have you and placing them within an Eberron context. For example, taking the Red Wizard prestige class and calling it a breakaway sect of the Twelve or the Arcane Congress. That sort of thing. Importing would be a more direct implementation as is - saying that you like the city of Waterdeep, for example, and plopping it right down in the middle of Aundaire.

As a fairly hard-line Eberron purist, I dislike the latter practice, because I believe that it dilutes the uniqueness of the setting. If someone wants to make Eberron just like (whatever other setting), why not just play in that other setting? Case in point: there have been a lot of posts and threads be people who want to drag all the Greyhawk dieties into the cosmology, either to supplement or replace the Eberronian ones. I don't think it's a particularly good idea, because I happen to like the way religion is set up in Eberron and I find it regressive to go back to the old "gods on every corner" style of play. But I recognize that that's my personal opinion of what's interesting and fun. I don't think people who want to do things like that are wrong, exactly, it's more that I view them with a bemused lack of understanding. But, in the end, everyone's campaign should be what's the most fun for them.

But as far as adapting goes, I'm all for it. I find it impossible to read Dragon and Dungeon anymore without an eye towards how to adapt it to one of my Eberron campaigns. An obvious example would be placing the beasties from the latest Dragon's article on the Far Realms in Xoriat. Of course, now that I try to think of more specific examples, my mind goes blank (probably shorted out by my previous rant). Johnny O'Neal's excellent fansite (http://www.coveworld.net/eberron/conversions.html) has tons of examples of that sort of thing for many recent books.
lokycat

03-23-05, 04:32 PM
Urko
If someone wants to make Eberron just like (whatever other setting), why not just play in that other setting?

:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:
I think there is a difference between adapting and importing. Adapting, to me, is taking rules, prestige classes, magic items, adventures, what have you and placing them within an Eberron context. For example, taking the Red Wizard prestige class and calling it a breakaway sect of the Twelve or the Arcane Congress. That sort of thing. Importing would be a more direct implementation as is - saying that you like the city of Waterdeep, for example, and plopping it right down in the middle of Aundaire.

Yes there is a defenit diffrence.
Taking the Red wizards was a grait example. ;)

You spoke what i thought :lightbulb
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Making Magic Items I (http://www.wizards.com/default.asp?x=dnd/rg/20041207a)
Making Magic Items II (http://www.wizards.com/default.asp?x=dnd/rg/20041214a)
Making Magic Items III (http://www.wizards.com/default.asp?x=dnd/rg/20041221a)
Making Magic Items IV (http://www.wizards.com/default.asp?x=dnd/rg/20041228a)
Making Magic Items V (http://www.wizards.com/default.asp?x=dnd/rg/20050104a)
Making Magic Items VI (http://www.wizards.com/default.asp?x=dnd/rg/20050111a)
Making Magic Items VII (http://www.wizards.com/default.asp?x=dnd/rg/20050118a)
jnosh

03-23-05, 04:34 PM
I for one love the purism that exists here. For the longest time I played FR, and I never once found the boards for FR useful. Its full of pointless questions, usually stuff that could be asked on the regular D&D boards. These boards for Eberron are amazing, always full of new ideas. So yay for purism!
Sarlax

03-23-05, 04:50 PM
There's an odd conceptual disconnect that some but certainly not all Eberron Purists have, and that's that the introduction of material from other supplements can ruin the setting.

Eberron was built with the very idea of incorporation in mind. The ECS itself features elements that have been borrowed from other products: possession rules, channeling rules, charm domain, draconic deities, etc. Eberron is a dynamic setting.

It's incredibly easy to adapt features from other settings and supplements to Eberron. Warmages? Trained at the Thronehold Academy of War. Half-giants? Isolated tribes of giants mutated by psychic powers from the quori invasion of Xen'drik. Deepspawn? Daelkyr-made monsters that helped shore up the number of the original invasion force. Illumians? Humans who have bound mystic symbols of the Prophecy to their bodies and souls. Guns? A secret technology which is repeatedly supressed and 'uninvented' by an intelligent Rakshasa artifact to prevent mortal races from become a major threat.
Saurenda

03-24-05, 12:08 AM
This makes me feel bad for wanting to import TOEE into the dpeths of Sharn as a Hobgoblin alternative worship to animism, in other words elementalism.

Those who saw thier ancestry and and animal spirits around them, yet acknowledge the primal forces of nature, and that it could actively shape itself. That to me was adapting it enough to show Lord of Madness corrupting goblin soceity into following a perversion of thier own religous beliefs. Mindflayers using indirect influence to subdue the goblin threat in thier war. Making the Elder Elemental Eye out to be a kobold (kyhber brand)
a sort of Hedrak antagonist. Lareth the beautiful as a Silverflame priest who follows the demon's whispers amongst the fires.

Or Mordenkainen's Magnificent Adventure somewhere in the Mournlands as a mysterious untouched mansion admist the wrechage and carnage from the day of mourning.

Ah well. I guess that means I'm a greyhawk nut. :P But I do love Eberron. Guess there is no chocolate and vanilla thing going to happen. It's one flavor or the other.

As for adapting, does anyone see a way importing a module from another setting can work as I described? I'm not trying to water down the fluff here, but a majority of my gaming generation has not played these wonderful modules and I think missing out on them in some way shape or form is a loss for my players.
Liane the Wayfarer

03-24-05, 01:41 AM
This makes me feel bad for wanting to import TOEE into the dpeths of Sharn as a Hobgoblin alternative worship to animism, in other words elementalism.

First of all, this is my thread, and I want to know how and what people are importing to Eberron.

Second of all, the first "Thing You Need To Know" on page 8 of the Eberron Campaign Setting says, "If it exists in D&D, then it has a place in Eberron."

Third, what does anybody else care how I make my Eberron, as long as my players and I both have fun?

Fourth, "Screw you guys, I'm going home!" ;)

People are going to import stuff. As much as it pains purists (to no end), it'll happen. I, for one, have no problem with people importing stuff. That's not why I started the thread.

I want to know how people are importing things, and what they choose to import. So, Saurenda, I'd like to know if you've used the "Eberron filter" in importing. And what do you think the "Eberron filter" should be?
makeshiftwings

03-24-05, 02:48 AM
First, I agree with all the others who have taken the "If it exists in D&D it has a place in Eberron" to mean the core books and maybe accessory books, not the other campaign settings. And second, I don't have too much of a problem with importing stuff as long as it doesn't directly conflict with Eberron. For example, the Eberron book states that the gods are distant and alignment is gray and clerics can be corrupt. To then add all the FR and Greyhawk gods, who you pretty much see every day hanging out at the local pub, destroys a big part of the flavor of Eberron. Similarly, Eberron has a very "low level" feel to it; with none of the PCs being outshone by 40th level epic good guys to always steal the spotlight, so importing Elminster and the Chosen of Mystra also destroys a big part of the setting. This is all just in my game though; I don't particularly care what other people do in their Eberron.
polt

03-24-05, 06:30 AM
Well, i think "if it exists in D&D, it has a place in Eberron" is kind of a bad term. Firstly, all DMs would put all kinds of stuff in their Eberron world, even though the ECS said they couldn't.
Secondly, it should be "If it exists in D&D, it could have a place in Eberron, but only if you want it to :)"
Endless_Helix

03-24-05, 08:37 AM
I am an Eberron Purist, mainly because it fits with my tastes. I like low levels, were combat really is dangerous, where you can't count on the wizard to whisk away half of the enemies every encounter, where, essentially, you're mortal. Once you hit the teens, combat either becomes easy or it just gets boring because you've got pretty much all the aces (Maximized Fireball!Eat my +3 Keen Flaming Burst Adamantine Greatsword! I slit your throat before you can move with my 6d6+5d4+5d6 fire+2 sneak attack that I can do 5 times a turn with my flaming +2 adamantine dagger to your 14 ac! I Turn into a Huge Dire Bear and EAT you! I Summon my God and he vaporizes you!). I mean things pretty much just sort of fall down dead around you. I don't like having the Gods around a whole lot. They tend to be a little too overplayed in all the other settings, so I've grown bitter toword them. I don't like Random encounters because I feel they slow down the fast paced action I like in campaigns. Eberron has pretty much everything I want out a campaign setting. It caters to my tastes and has lots of intrigue and interesting nuances that make it interesting for me as a player and as a DM.

But this is mostly off topic, I do adapt stuff constantly. I completely supprt it. Just it needs to have an explanation that fits into the world. Some things are just obvious, like the bloodhound PrC in CV just begs to be an alternate to dragonmark heir for house tharashk and the mindspy for a quori soulknife/psychic warrior branch of the Dreaming Dark. But some things just don't fit. The example of plunking down Waterdeep illustrates the point beautifully. This said, some things can be imported. Council of Wyrms can literally be dropped into Eberron pretty much as is. Ghostwalk, in my opinion, doesn't fit because it ruins Dolurrh.
Zalaz Mavi

03-24-05, 09:21 AM
I adapted the Scorpian Scion (http://www.seankreynolds.com/skrg/free/002TNA/scorpionscion.html) and Serpent Archer (http://www.seankreynolds.com/skrg/free/002TNA/serpentarcher.html) for my game. I felt they suited the Drow and Lizardfolk, respectively.
But, for the most part, I tend to remove more than I bring in. I learned very quickly in my DMing career that anything that I have access to, in the way of supplements, my players can access as well. Monster encounters, for example, lose some of their challenge when everyone has read the MM and knows to secret to killing anything I would throw at them. So by remove, I mean that I'll ban the MM and stat creatures myself; eliminate the magic item lists in DMG, and create my own; etc. By doing so, encounters become as much a matter of problem-solving as combat. Further, the encounters (and rewards) feel unique, and not just another day at the office...
Lady Morn

03-24-05, 11:10 AM
The DM of my group has imported a few of the PrCs from the SWRPG — Crime Lord, Bounty Hunter, Bodyguard, etc. Essentially, roles that suited the Eberron setting, but had no equivalent in the D&D rules.
Liane the Wayfarer

03-24-05, 12:06 PM
So, what kind of filter are we talking about here? What I'm thinking is:

Widespread presence of low-level magic items, rare high-level magic items. - Do people go through an just eliminate items with a certain Caster Level or above? Or do they replace the high-level magic with equivalents that are lower level (a potion as opposed to a ring, an item with charges as opposed to one without, etc.)?
Everyone in Eberron has an agenda. - When I was reading the new Adventure Locale they put up, a ruin in a dragon's skeleton, I checked the stats on the main bad guy; I found I could instantly come up with a couple of secret society hooks related to him. What sort of guidelines do people use when converting characters - do you place them in the obvious secret society or power group based on their character background, or do you usually rewrite things out of whole cloth? I imagine it varies from character to character, but it's something I'm curious about.

Any more?