| Post/Author/DateTime | Post |
|---|---|
| #1JARman712Jul 05, 2014 18:13:30 | One of my players wants a homebrew world, but I have no ideas for one and want to use Eberron, but have no hook for Eberron. I need advice for Eberron hooks and inspiration for homebrew worlds. |
| #2Plaguescarred1Jul 06, 2014 4:12:43 | Here are some character hooks from the Eberron's Campaign Guide;
CHARACTER HOOKS The advcnture begins as the characters approach
the hillside. Its possible that the enemy is using it as a place to store supplies or as good vantage point ovver the battle- field. The officier didn't say anithing, but but something gave you the feeling there might be more going on in the tower than anyone's willing to admit.
You have been ordered to free Lord Major Bren ir'Gadden, a Brellish officer and noble man who was captured in a skirmish a few days ago. He's being held in the tower on the hillside.
Thc Lord Majr has imporlant information about
The tower contains an element of the Draconic Prophecy, and you've been sent to glean the secrets it hold.
You can use this hook ror any d dragonmarked character,
to something near the battle on Saerun Road. They're sen- ding three officers and a bunch of zombies up the hills. It's job to find out what they're up to - and put a stop to it.
|
| #3Drewboy74Jul 19, 2014 4:20:52 |
|
| #4Mephi1234Jul 19, 2014 12:25:05 | I find that its always best to start off with finding some kind of inspiration or story that you want to run first, then select the appropriate setting for that.
For maps? Its easy enough to look up, say, Fable or some other fantasy game, download a world map off there, and use that.
Steal lore as necessary from anywhere else to make your game run. Could even be heavily drawn from Eberron, with touches from elsewhere, or even personalized sections.
|
| #5OgiwanJul 20, 2014 9:17:27 | I think, before you develop a hook, you need to figure out what sort of campaign your players want. I can come up with a hook for a conspiracy campaign inside of a minute, but other kinds of campaigns are tougher for me.
Find out what kind of campaign your players want, and introduce them to Eberron. Once we know what they want, and what their characters are, we can rock. |
| #6CennediJul 21, 2014 14:57:33 |
|
| #7ErrantJul 27, 2014 10:35:19 |
|
| #8OgiwanJul 27, 2014 14:23:52 | I'll bet you that Cennedi played DDO and hates Warforged (or something similarly trivial like that.)
But, to get back on topic, here are the advantages and disadvantages:
Eberron: Advantages: 1.) You have an established setting 2.) There is still room to be flexibile in interpritation. 3.) Political, social, and economical factors are familiar enough to modern-day folk to be readily understandable. 4.) Eberron rules. 5.) Pulp action resonates with a lot of people. Especially people who love Indiana Jones.
Disadvantages: 1.) Some people don't like Warforged. 2.) Some people don't like the Lightning Rail. 3.) Its an established setting, so some people hate on you for being unoriginal? I'm sorry, I'm stretching. 4.) There may be a lot to read in order to "do Eberron right"
Homebrew: Advantages: 1.) You can make a setting specifically fitted to the campaign you are writing. 2.) You can do anything you want? 3.) Your players can exercise creative authority?
Disadvantages: 1.) Your ideas may be dumb (not an indictement; you don't have an editorial staff) 2.) The setting may not resonate with a wide variety of people. 3.) Aspects of the world may be underdeveloped. 4.) Player apathy. 5.) The DM (and maybe players) have to create everything, so possible writers block/fatigue.
Now, I will say right now that I am an Eberron player and DM who not only has all the Eberron game books, but has the bulk of Eberron novels as well. I'll admit to being biased. I just think that Eberron is a lot more compelling than many published settings, and most homebrews, that I have encountered. |
| (Reply to #8)RustedKitsune |
|
| (Reply to #8)Cennedi |
|