Unofficial
FAQs
I created these FAQs after perusing Eberron
message boards and noticing that a lot of people didn't seem to "get"
the point of the setting. While I'm no more an authority than any other
non-Wizards employee, I tried to take everything I'd learned about the
world and compile it in one place. Based on some positive feedback from
designer Keith Baker, I think I'm on the right track.
So here are some totally unofficial Frequently Asked Questions about Eberron.
Enjoy!
What is Eberron?
What's familiar about Eberron?
What's different about Eberron?
Isn't this just a rip-off of Mystara/Final Fantasy/Castle
Falkenstein/Earthdawn/whatever?
Don't kooky settings like [anything but Greyhawk, Forgotten
Realms and Dragonlance] tend to crash and burn?
What
is Eberron's high concept?
Why is Wizards doing this to us when they could be
releasing the eleventy-millionth Forgotten Realms sourcebook?
I already play D&D and run a great campaign. Why should
I care about Eberron?
What is Eberron?
Eberron is a new campaign
setting for Dungeons & Dragons. It is a cinematic action fantasy
setting that combines traditional fantasy storytelling with exotic cultures
and globetrotting adventure.
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What's
familiar about Eberron?
Plenty. Pick up Dragon #315; if someone told you that concept art was
from some corner of Faerun or Oerth, you wouldn't bat an eye. All the
races, feats, classes and magic from the D&D core rulebooks are there
in Eberron. Swashbuckling adventure and massive wars are nothing new to
D&D characters. The biggest differences are cosmetic and philosophical:
it's about a fresh flavor, not a major overhaul.
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What's different about Eberron?
Plenty. Your character might belong to a new basic class like the Artificer
(a magic-user who specializes in creating items), a member of a new race
like the Shifters and Warforged, or a new prestige class like the Inquisitive
(an urban detective). Characters can activate class abilities or improve
their odds with action
points. Rather than confining characters to one dungeon over the course
of an adventure, Eberron encourages characters to ride an airship or lightning
train across Khorvaire and jump from one dynamic setting to the next.
Cultures and races have added depth, as your enemies are defined by more
complex motives than a racially-determined alignment. It's all presented
with the edgy-but-classic look that defined the visual style of D&D
3rd Edition (and uses some of the same artists who helped make Magic:
the Gathering such a success).
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Isn't this just a rip-off of Mystara/Final Fantasy/Castle Falkenstein/Earthdawn/whatever?
Isn't every D&D campaign setting just a rip-off of Tolkien? Like all
storytelling, especially fantasy storytelling, Eberron draws elements
from a wide range of sources. While not all of the elements are unique,
this combination of them will be new for D&D players.
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Don't kooky settings like [anything but Greyhawk, Forgotten Realms
and Dragonlance] tend to crash and burn?
Sure, but not before a bunch of suckers buy enough game books to make
them worth WotC's investment.
Seriously, it's in Wizards' best interest to create a campaign setting
that lasts and is supported for a long time. Combing through 11,000 submissions
and developing a new world didn't come cheap. This setting isn't really
that weird, as evidenced by all the people calling it derivative.
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What
is Eberron's high concept?
Good question.
A "high concept" usually refers to a brief phrase that can be
used to sum up a setting. So Dark Sun's high concept might have been "post-apocalyptic
fantasy" and Spelljammer could be described as "D&D in space."
Note that these leave out a lot of important details, but the three-word
description is apt.
Eberron
-- at least based on what we know now -- is not as focused on being high
concept. It is not an attempt to create a new type of fantasy. It isn't
something that you can sum up with a pithy comment like "Final Fantasy
meets Indiana Jones." It's a new setting that incorporates ideas
that have become popular in modern fantasy, but the new ideas are no more
important than concepts as old as magery and orcs. Eberron is very distinct
from other D&D settings, but what sets it apart is a deepened level
of nuance and thoughtful worldbuilding.
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Why is Wizards doing this to us when they could be releasing
the eleventy-millionth Forgotten Realms sourcebook?
Every time Wizards of the Coast releases a product within one of its existing
worlds, the company is hoping for audience depth: their available market
is mostly limited to existing customers. Creating a new campaign setting,
especially when it's promoted with books and computer games, gives the
company a chance for audience breadth, creating new customers. Besides,
WotC will still support its classic settings. If anything, more customers
and more money mean more funding for the campaign settings you know and
love.
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I already play D&D and run a great campaign. Why should I care
about Eberron?
Nobody's saying you have to, but it's neat to see a setting that really
encourages players and DMs to make the most of the d20 rules. From mages
and orcs to psionicists and dinosaurs, Eberron takes full advantage of
3rd edition D&D. Expect more opportunities to use your skills. The
"cinematic" emphasis promotes more roleplaying: characters in
the middle of a major city may suddenly find that Charisma is actually
a useful ability.
You can include all those things in your existing game, of course, but
Eberron offers a fresh start and background material to help you create
exciting adventures. Finally, Eberron has been designed with accessibility
in mind. If you pick up the sourcebook and start a new campaign, this
would be a great time to invite a few new players to the table.
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