| Post/Author/DateTime | Post |
|---|---|
| Palatius03-23-06, 05:40 PM | Greetings everyone, I'm new to the forums here and wanted to ask a couple questions if I may. I'm not new to D&D, in fact I have more than 16 years of history running campaigns for my friends and family. I am new to Eberron and from the stories I've read, I love the setting. I picked up all the Eberron books and modules just recently and want to begin working on forming a new D&D group to campiagn in the world of Eberron. What tips and tricks can you give me for running a game in Eberron? I want my players to be in awe at the wonderous cities and the industrial use of magic. I've run a homebrew world for the last decade and it was very tolkin/forgotten realms like, this would be a big change for me so I don't want thisngs to get lost int the translation. Would you reccomend I run the adventure in the back of the ECHB then move on to theother published modules? I was considering this route as I feel it would be easier for me, the DM. Any other help that you can give me, please send my way. Thank you, |
| Xiane03-23-06, 05:48 PM | Depends really: If you're familiar with the berron material you might be better off running an original adventure but if new to the setting, as in completely new as is your group then sure FF is great. Why I include your groups experience? You can only run an adventure so many times before no amount of varying characters will make it fun. |
| jaydubyadub03-23-06, 07:16 PM | Sure, use Forgotten Forge - but make it your own. If you want to use FF, go ahead and buy Shadows of the Last War as well. Run something short in-between if you like (in fact, you probably should). Through seeing SotLW and thus, where the plot is going, you can start adapting both to fit with your larger campaign subplots and goals. |
| LugWrench03-24-06, 03:47 AM | Start off with the current Eberron modules (Forgotten Forge, Shadows of the Last War, Whispers of the Vampire's Blade, and Grasp of the Emerald Claw). Be ready to drop in some 'throw-n-go' modules in between, just to make sure that everyones level is appropriate for the next big module. As you run the modules, take notes as to what the PCs do, who they interact with, who they manage to torque off, etc. More than a few of those can turn into module ideas down the road. If nothing else, check out the modules that WotC has in their Downloads secion, and see if any of thsoe strike your fancy as starting points for bigger and better modules. RPGA does have some Eberron-spedcific modules for play, but you have to join up, become a DM, sign up your crew....theres quite a few steps to go for the modules. A few of them are very good, and will challange your players. Others.....well...... Not so much. From what i understand, RPGA now has characters, and one would suppose, modules available for characters at or slightly above 7th level. These modules are technically 'free', but theres some leg work involved with getting access to them. Still, you get free prizes for signing up and running modules, so in that sense, its well worth the time. |
| Rechan03-24-06, 05:02 AM | Personally, I would advise using some of the adventures in Dragon. There are quite a few that focus on Sharn (In fact, I think they all have). You'll have to order them off back issue (Or pick up the most current issue, which has the best adventure IMHO). The reason I say this is, the modules are a little... well, harsh, railroady, and ... harsh, yeah. |