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| TalonofTiamat08-10-07, 05:41 PM | After having the book for a couple years, I've finally decided to run a campaign set in Ebberon. But, I have two questions first: First, does anybody have any advice for running a game in Ebberon? Things to avoid, places that your players particularily enjoyed, that sort of thing. Second, which supplements (if any) would you recomend? I've heard great things about The Forge of War, but are there any others worth the money? |
| Tolly724908-11-07, 12:04 AM | Okay, before I start let me say that I haven't been with Eberron all that long m'self, but the campaign I'm playing in is rockin' like crazy. Answers for the First: * Don't be afraid to mess with their heads. The flexible alignment system allows for some seriously cool double-plays, evil people who shouldn't be killed, that kind of thing. It's great. * Everything they do has consequences. They killed the guard to get to the Hall of Records? Have them arrested for murder. Make them think twice before they swing that sword. * The Mournland is HORRIBLE. There's a thread, over in People and Places I think, full of nasty stuff that's in the Mournland. They go there, make them regret it. * Almost anything can inspire you. Watch a few of your favourite TV shows and movies, and think 'That's cool, how could I use that?' I mean hell, our campaign is based on Final Fantasy XII, and it's the best campaign I've ever played in. * Again, Moral Ambiguity is your friend. Answers for the Second: * Magic of Eberron. This thing is awesome. It's got new spells, new infusions, a couple of new races, some nice prestige classes... you get the idea. * Player's Guide to Eberron. Even if you're the GM, there's a lot of interesting stuff in here. * Personally haven't read it, but I hear that Races of Eberron is worth the read. |
| TalonofTiamat08-11-07, 12:29 AM | I actually have Races of Ebberon, but so far I've only read the chapter on the warforged (I just love them:D ). |
| N3palm08-11-07, 03:12 AM | There was a thread about this a little while back too, with some real good advice in it. I've got some quotes but I'm afraid I forgot who wrote some of them. 1. Eberron is the Magical 1930s: The Last War is equivalent to the First World War. It's left everyone more than a little shell shocked but people are starting to get back on with their lives. There's a lot of intrigue going on between the surviving nations, fears of rising fascism, and lots of crime. 2. It's D&D rules but not D&D STYLE: It's very much Anti-Tolkien/Moorcock style fantasy. People are motivated not by cosmic battles between good and evil but national loyalty. Monsters really are just a form of ethnicity in this world and people don't expect orcs to be evil. The world is not lawless and untamed for the most part either. For the most part, when there's a murder in town they call the cops not a wandering band of adventurers. 3. PCs are expected to be Exceptional from the Get Go: I always like to offer the option of starting at level 4 for PCs. Basically, they're already dangerous and skilled professionals in a world where almost everyone is 1st or 2nd level NPC classes. 4. Don't Be Afraid to go in Bizzare Directions: Eberron supports non-traditional adventures. For example, a Shadowrun style corporate espionage game can actually be accomplished in Eberron with the Dragonmarked houses serving as megacorporation's analogues. Ditto Robot themed adventures with Constructs (not necessarily warforged). The Aurrum can be SPECTRE with their plot to steal a massive magical bomb that can level an entire town. 5. Eberron can support slightly more mature play: The Fairy Tale quality of most settings tends to detract from realism. You can get over that but simply having backgrounds of newspapers talking about serial murder, sexual assault, and so on. Especially in Sharn, the street life of the land is pretty gritty. Lots of femme fatales are appropriate for characters. 6. Eberron is a "Worn" Universe: Like Star Wars really, Eberron is a place where everything should be described as weather beaten. I tend to use the Industrial revolution's London for a lot so the place is muddy, travellers, and players are often very often covered in mud or dirt. If everything not prepared for a grand ball looks like crap you'll have a better feel for Eberron as the Magi-Industrial setting. 7. Don't be Afraid to Cinematic Up the Action Sequences: Most of the enemies should be one shot, one kill. Use phrases like "knicked you, grazed you, and flesh wound' when describing large levels of combat with high level characters unless its obviously inhuman. Also, unlike in other campaigns, its better to insert environment into the games. Player characters should be encouraged to dispose of enemies by throwing them out of windows, knocking them over railing into boiling oil, and so on. Let them do it 'accidentally' a few times and they'll get the picture. 8. Differentiate the Weird-Mundane from the Weird-Weird: A Bugbear as your local Smith? Perfectly normal. Unlike in D&D though, a player character spots a Beholder his reaction should be "WHAT THE **** is that!?" 9. Player Characters tend to have real jobs: It's fun if you give them something to do inbetween going on mercenary missions even if its just "I sit back and play cards with however much money I had from the last adventure." 10. Don't be afraid to steal real world tropes: Don't make direct analogues but the occasional allusion to 1984 in Karrnath, to French Wine in Aundair, to ancient Roman virtue in galifar or so helps gives places a "familiar feel." Sort of like, again, Star Wars used familiar things in a changed context. 1. It's a great deal less Good vs. Evil than most D&D campaigns. 2. It steals liberally from genres not usually explored in D&D. 3. The "magic instead of technology" allows a lot of stuff that was previously only available (and misunderstood) in Mystara. 4. It's a pretty damn cynical and run down setting. If FR is Luke Skywalker, Eberron is Han Solo. 5. Plots are generated less by Monsters and more by people. For me, it's mostly about the Pulp/fantasy Noir feeling... and I have never been a fan of buckling anyones swash, so I tend to leave that up to the PC's to bring to the table if they so desire it. The other element I like to bring to the fore is the Indiana Jones adventuring quality, the feeling of going somewhere new and unexplored, even if it's just around the corner from where the PC grew up. Eberron is also about mystery, more so than in any other setting, I feel you should never tell your PC's anything, and when you do let them know something, you give up the goods in small amounts always leaving mystery. I feel this is integral to the setting just by how many loose ends the setting intentionally leaves. I feel this isn't just to give DM's room to build stories into, but also meant to imply that there are some mysteries that should remain unsolved except as part of an epic climax. Lastly, when I'm in my darkest moods, I bring my love of H.P. Lovecraft to the fore, and lead the PC's on a romp through the nightmarish. My ten tricks: 1: All characters have an angle... That is, almost no one is a true "good guy." The dark hero is most at home in Eberron, the guy who feels guilt about the slaughter of innocents trying to find redemption, the prostitute who sold secrets to the enemy during the war trying to forget the faces of those she betrayed. Those few who ARE truly good, are rare, and serve to bring out just how gritty the rest of the world is... They are often disillusioned quickly and dramatically, or poetic in their defiance of the darkness all around them. 2: All mindscapes are moody, mysterious, or foreign. I thus stay away from the typical high fantasy style themes of farms and castles on hilltops overlooking idealistic rural farmlands. Sharn is a good example of grandeur taken to a melancholic extreme... This big enormous and utterly surreal cityscape, filled with Gotham city like fog, rain and ambiance muting it's epic architecture to make the city look at feel both at once oppressive, and limitless. 3: Nooks and crannies - It's not what the players SEE, its more often about what they DON'T see that really brings the setting to life. Standing on a bridge between towers in Sharn, peering over the edge and not seeing the ground below you, wondering whats going on below... KNOWING that below you stretching into the vast unknown beyond the fog is a vast multi-layered labyrinth of city, sewer, ruins and dungeons, of which you will never see more than a minuscule fraction of it... 4: Intrigue - It's never simple, oh it can appear simple, and indeed, there may be a simple solution (usually the wrong one). As I mentioned above, everyone has an Angle, and it's a rare thing that you can take anyone, or any thing at face value. 5: Morality is always a shade of gray - I urge my PC's to stay away from stereotypical heroes, Even the most righteous Paladin should have a dark side... a touch of bigotry, or overzealousness or some other conflicting element that makes staying good and lawful a constant struggle. Thus I try to keep my NPC's away from stereotypical vanilla villains. It's never as simple as just world domination the villain wants, or world demolition either. The villain should always be the kind of character that one or more PC's can relate to on some level. The Villain should be able to attempt to compare him/herself to one or more PC's and make a convincing argument during a RP oriented confrontation ala: "You would have done the same if you had been in my shoes!" 6: Romantic themes: I don't really mean love, or sex, I mean instead the romanticism one feels when they think of taking a long trip on a train to a foreign land to experience alien cultures. Try to never allow a trip on a lightning rail, or airship to become or feel trivial. Always encourage your PC's to feel a romantic sense of wonder whenever you can when dealing with travel. IE never just say - after 2 days ride via the Rail you end up in XYZ locale. Go to some length to describe the journey, illustrate the passing of geography, lavish the characters with opportunities to be self reflective - IE the melancholy veteran of the last war staring out the window looking more at their own reflection in the glass than at the scenery going by, daydreaming of brothers lost, or loves yet to be found. 7: The world is in pain, and the PC's are either part of the hope, or part of the problem. Do not let them ignore the fact that the world is recovering from a 100 year war that including the cataclysmic (nuclear holocaust level) destruction of the garden (the jewel) of the continent/kingdom. Everyone has suffered, and people continue to suffer. Nobody won, even those who profited have lost something. 8: The world should feel (to those sensitive to it) like it's living in the shadows of a prior age... The feeling that the current civilization is little more than a pale imitator at best of the cyclopean marvels of the prior ages... (Think planet of the apes). With talking monkeys everyone ignorant that they have built their civilization out of a much greater one that is much older. Using sharn as an example again, make note of the goblinoid architecture especially the lower one goes in their explorations the city. 9: BACKSTORY BACKSTORY BACKSTORY: Each PC should have a special connection to their past. More so IMHO than in FG or most other settings, the PC's backstory should be thoroughly role played by the PC and the DM. I recently made it a policy that no character can come into any game without having at least 1-3 solo (1v1) gaming sessions with me as DM running their origins. The more of a past you give your PC's the more #1 above will be possible for them, and the more connection they will feel to the setting. 10: Take your time and tell the story - Eberron is meant to be paced differently IMHO. It's not that you can't have great dungeon crawls... But instead of filling every chamber with an encounter, fill every chamber with ambiance and mystery and nooks and crannies. For combat I like to use either: 1: Fewer but more challenging encounters. (for the more slow paced sessions meant to be more about RP, exploration, and puzzle figuring). 2: Pit the PC's against dozens of mooks, with a handful of bruisers. That means, have the level 6 party face dozens of CR 1/2 mooks meant to be slaughtered by the bakers dozen (shows off the PC's power), then have them face a much more worthy foe/foes at the climax meant to truly challenge them. As part of pacing also consider leveling to be a way to control pacing. I tend to shy away from XP per encounter in Eberron, as the world is much lower in overall level than FG for example, reaching level 10 isn't something every PC should expect, or at least not expect quickly. Instead get more bang for your buck out of each level. Make getting that cleave feat a REAL accomplishment for the fighter by making it take a bit longer to level up. Bonus tips: 11: Lavish the PC's with mundane magic gear, but keep higher level magic gear a bit harder to get. That is, low level magic saturates society, but unlike other worlds, the good stuff is harder to get than usual. Just don't be too much a skin flint so as to gimp your PC's into being unable to face the encounters that require the good stuff to overcome... 12: Encourage your PC's to have a Schtick, or some special quality that further distances them from the norm of society. A special power, or ability, a witty catch phrase that grants them circumstance bonus during role play, a meaningful and unusual connection to some NPC or faction that gives them some benefit beyond what you would normally have as your generic adventurer type. Thus encourage your PC's to be unique, some examples include a PC with a mannerism, or scar, or tatoo, or special trait/perk/flaw that stands out. The malfunctioning warforged for example has become a cliche in many games, but it's a welcome one IMHO. The Duelist who seeks only to perfect their skill and carries (at level 1) a +3 great sword given to them by their teacher which they are seeking to master the use of. The Mage who was a miraculous survivor of the Day of Mourning and has a dark secret pertaining to a strange deformity which he/she keeps hidden at all times, but when revealed grants them a special but not always beneficial power of some kind (a finger that is made of stone and can turn any living thing it touches to stone if it fails some save or another, but each time it's used, it consumes more of their own body, eventually resulting in death or petrification). Ok, thats my lengthy treatise on Eberron... Sorry if it was a long read, but I hope it was a good one. These posts contain a nice deal of good advice. On the books I've read on the boards that you can't go wrong with buying the Five Nations, everyone seems pretty pleased about that one. The Players Handbook for Eberron is also a nice addition. But I don't think there are any really bad Eberron books, you just need to choose what you need, if you're running a campaign in the Last War, you buy the Forge of War, if you want to explore Xen'drix, you buy the Secrets of Xen'drix. [thread promotion mode]Also if you need some inspiration you could visit this thread, its becoming a list of good pulp/noir or just Eberron-ish influences http://forums.gleemax.com/showthread.php?t=891088[/thread promotion mode] |
| eehamburg08-11-07, 10:19 PM | Man ... it seems like every few days there is a new one of these threads up ... wow |