Part 1
The idea of a d20 game that takes a step away from traditional high fantasy values is a God-send so long as it doesn't go to far. Eberron hits the note perfectly by supporting some addded tech with enough magic history to make it work. Dragonlance and Forgotten Realms work rather well as settings if you want a bit of conflict and especially with Forgotten Realms a time tested world. Now I haven't played Eberron 4.0 but 3.5 had some nice additions; warforges, dragonmarks, and the insane balance of powers system in Khorvaire. All the material on this helps from a DM's perspective but there's so much that if you really want to engross the PC's in the campaign you really need to find a focus. I ran Eberron with the schema campaign path and then followed with the Grasp of the Emerald Claw and these were great as really adventerous adventures with lots of crazy turns and locales but if you don't want the unfocused approach pick one. Running all the above I only had one character care about the warforged renaissance, no one wanted dragonmarks, and everyone had a grand indifferent patriotism for Breland. With a world this interesting it can't be wasted on overstimulation.
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