| Post/Author/DateTime | Post |
|---|---|
| #1ChigaruAug 05, 2009 12:28:01 | Like so many other people seem to be doing, I'm running an Eberron campaign for the fall. Problem I have is, none of my players know much about the setting, at least no more than they know about any other setting. For instance, I don't think they know who the Lords of Dust are, and would look at me blankly if I referred to the Dreaming Dark. But they are interested in the tone and feel of the setting, hence why they're playing. Still, I can't expect them to learn about the setting to a satisfactory degree in the next few weeks; that would be selfish. My idea to give them a better sense of the world involves having a NPC follow them around, usually because he's hired them to protect him or something, who explains things to them as they travel, or when they ask him questions. Is this method a good idea or a bad idea? |
| #2TalaeAug 05, 2009 13:20:43 | If done right it can be a benefit for many reasons. You can use said NPC to dispense information and to develop various plot hooks. I warn you though, careful betraying the party with the close NPCs, even though it fits the setting feel, because you may not get trust back for future NPCs. I personally like to use numerous NPCs as both travel guides (non-combat: reason for trip for one reason or another) and as contacts. The contacts generally stay in one place, while the travel guides move around. Both have means of dispensing info to the players and none of them partake in combat (at least on the sides of the PCs). This is because the players don't enjoy watching the DM play with himself... |
| #3ChrisTheSAug 05, 2009 14:24:41 | It's not a bad idea, but given that the ECG provides a lot of lore with conveniently labeled knowledge check DCs, it's probably a better idea to call for knowledge checks whenever they encounter something new and then provide them with the info. It'll make them feel more like dwellers in the setting rather than aliens, and it lets you have more control over what they learn. |
| #4soyimAug 05, 2009 14:44:46 | Another recommendation: Give any Arcane Character a talkative Familiar or a Warforged Character a small implanted Orb that pipes up with helpful information. No more than what they could get through their own Knowledge Checks: but a way to interject knowledge into the setting without breaking character or introducing the nagging question of "Why doesn't anyone ever target the sage?" The Warforged Component is especially flavorful and appropriate: Keith used one in his first Trilogy of Novels in a similar way. If you don't have a Warforged- then i recommend a small construct familiar: you can even give the arcane character a bonus feat if you want. |
| #5ChigaruAug 05, 2009 15:31:36 | @Soyim: Ooooh, hadn't considered that idea. I've got a swordmage and a warforged artificer already in the player roster, so either a familiar or a 'forged component works out pretty well. @ChrisTheS: While I like how the ECG groups up Common Knowledge vs. DC'ed Knowledge, I find that more useful for pre-session info. For instance, my first adventure involves the characters going into Droaam to grab an artifact for a professor at Morgrave. Before the session I plan on telling the players Common Knowledge about Droaam and Morgrave, and giving them handouts. This way they know the basics without having to break character just to know that they're headed into a monster country. I don't want to do this for everything at once, though, because then I fear the players won't actually read the mounds of material. |
| #6ChrisTheSAug 05, 2009 15:44:41 | If you've got it, I suggest passing around the old Player's Guide to Eberron a few weeks before the game and asking them to read the pertinent sections. |
| #7ChigaruAug 05, 2009 15:55:50 | Sadly, that was one of the books I never picked up. Though I have seen it sitting on a shelf in a used book store near my campus (I might be thinking of one of the other splats, but...) |
| #8ChrisTheSAug 05, 2009 16:11:51 | Well, you can still have them read the relevant sections of the EPG - the original Player's Guide is a bit better for most things, but as a second choice the new one's not bad. |
| #9lyranAug 05, 2009 16:20:21 | Currently I'm running a game (in Eberron of course) with only one player in the group and he has never played D&D before. Of course that's a very big challenge but I had a solution. I introduced an NPC with regular character stats. So far it is working fine. It is helping him learn about Eberron and I find it as a solution to the issue of only one player. That's not to say that in a group of five people it's a good thing, but if you have a small group it works fine. Oh, and an important thing to remember is to count the NPC as a character when calculating the XP budget. |
| #10RedRiderAug 05, 2009 16:22:35 | For instance, I don't think they know who the Lords of Dust are, and would look at me blankly if I referred to the Dreaming Dark. Just a note, but that'd be normal for most PC-type persons in the setting anyway, given they're ancient super-secret organisations. (Then again, the Kalashtar community might be aware of the Dreaming Dark and I can see moderately educated people thinking of the Lords of Dust as a legend on par in terms of credibility with Earth's Illuminati ruling the modern world from the shadows.) |
| #11ChigaruAug 05, 2009 19:26:40 | Just a note, but that'd be normal for most PC-type persons in the setting anyway, given they're ancient super-secret organisations. And I understand this, but here's how I'm seeing it: The Lords of Dust and the Dreaming Dark are two of the setting "cool bad guy" groups. As such, most people who know about Eberron past the setting synopsis know about them (or at least the Lords of Dust). If my players don't even know two of the setting "celebrities", how can I expect them to know things that characters are more likely to know but aren't as popular? For instance, I think if I told them about the Korranberg Chronicle, or the names of any of the universities, I'd get equally blank stares. Two of my players said they've played in Eberron before, though, and one ordered the EPG and ECG. So I'm hoping his roommate, who's also a player, gets more info too. Oh well, it'll be a fun experience one way or the other, I think. |
| #12SarlaxAug 05, 2009 21:24:52 | I'd add color in the small interactions that starts describing the world. Your first adventure actually sounds perfect for a newb introduction to Eberron. Really, it makes them sound like a small team to do what Indiana Jones did in Raiders. You can have the same scene: They gather at Morgrave to talk about the power of the ancient artifact and why it's important to get it / destroy it / whatever. The professor client can wax on a bit about some setting details in character. From there, they can take the lightning rail to Wroat. On the way they get to hear people complain about the prices Orien's charging now that the war's over. "For this kinda money I should have taken an airship!" Maybe a warforged PC has to sit in the luggage car - "Just 'cause some treaty says your kind are people don't make it so. Now get in back with the rest of the gear!" It's basically Raiders meets Firefly's "The Train Job." You start with some in character exposition to expose the ignorant to the key points ("Nazis are trying to get the Ark because they can rule the world with it") and then have some minor dialog that establishes other important points ("The Alliance has us marked as fugitives," "Today is an ass-picious day - Unification Day!") and then they show up in Droaam. Once they're surrounded by monsters, they've learned enough, just like with Nazis. They don't need to know about the Queen of Stone - they just need to know where to point their swords. |
| #13wizardmonAug 07, 2009 20:44:32 | While DMPCs are fine if the party is too small, I would avoid them otherwise. However, recurring NPCs might be nice. I myself am in a similar situation. I am just going to be run the game in a way that would be recognizable fantasy at first, gradually adding in the unique elements of Eberron as I go. For instance, they may not know what Argonessen is at first, but guaranteed, once they ask *why* a dragon attacking a village was so unusual, they will. I recommend that, instead of telling PCs a thing, you get them to ask you a question - then give them the info. Things like "Wait, why can't eladrin get back to the Feywild?" and in response to the Mourning "WTF happened here?" are great opportunities to expand on PC knowledge of the world. |
| #14rauricAug 07, 2009 20:52:08 | Your players not knowing about those BBEGs is great. Now you can start a game with normal baddies then have the pcs learn along the way what the EPIC BBEGs in EB are all about. |