An
Interview With Keith Baker
The
Eberron campaign setting for Dungeons & Dragons was a collaborative
effort, but it originated in the mind of longtime gaming fan and writer
Keith Baker. His concept for a world of swashbuckling adventure and deep
intrigue had the right combination of originality and percieved staying
power to win Wizards of the Coast's Setting Search competition in 2002.
Keith has seen the world of Eberron grow from his original one-page pitch
to a 100-page treatment and a 288-page sourcebook.
Nearly two
years later, the Eberron campaign setting book is just a few months away.
While Keith is currently busy with several ongoing projects, he takes
time to post on message boards and chat with D&D fans about the upcoming
campaign setting. Keith was kind enough to share a few words with me about
the upcoming release in the interview below.
Eberron
is less than five months away. How are you feeling about it right now?
What kind of reaction have you heard from gamers so far?
I've been
working on it for so long now that it's really quite difficult for me
to imagine it ever coming out! It's been wonderful being able to start
telling people about it, but it is of course difficult not being able
to spill all the beans. As for the reaction, there are still a lot of
people who hate the whole idea -- generally evenly divided between people
who say "There's nothing original about this setting" and those
who say "This setting is far too bizarre and unusual to succeed."
However, over the last two months, more and more people have been showing
an interest in the world, and at this point the yay-sayers far outnumber
the nay-sayers. So, nothing for it but to cross my fingers and hope people
enjoy it when it finally comes out.
What
aspects of Eberron do you think will be most attractive to veteran D&D
players?
That's a
challenging question. I think if you as a half dozen veteran gamers what
they like about D&D you'll get six different answers. One thing is
our goal of giving the different elements of the game a logical place
in the world. To take psionics, as an example: Eberron is not a psionics-heavy
world. If you wanted to play a campaign without psionics, it's easy to
do. But if you want to play a psion, there are a few nations you could
trace your lineage to, and even a naturally psionic race. It's not a question
of "So, am I just this random guy who for some reason has psionic
powers when no-one else does? Or what?" Likewise, there is a basis
for having dungeons in the world, even right under the player's noses.
Another element
of this is the Last War, the conflict that has just come to an end. For
players who like story or roleplaying, this provides a host of opportunities
for character backstory and an explanation of why you're an adventurer
in the first place. Did you fight in the war? Who for? How does this color
your attitude towards the various nations of the world? Did you lose friends
or family, or make deadly enemies that may come back to haunt you? Many
people won't care about these things and will simply want to get out there
and start kicking in dungeon doors. But for the people who what a deeper
roleplaying experience, Eberron supports that.
I suspect
that some people will really like action points, whereas other veterans
will hate them just because they're something new. But they do provide
players with a host of options, and they also let you try things you normally
just might not risk; they have really added a little more energy to my
game. And hey, if you don't want to use 'em, don't use 'em.
What
about Eberron will make it accessible for new players?
Well, one
obvious thing is that the world is just starting out. You buy one book
and you know everything there is to know. I think that the Realms can
be somewhat intimidating to new players just because of the sheer volume
of its history. But that's obviously a temporary thing. Beyond that, I
think that Eberron has a few solid central elements that are very easy
for people to get a handle on, like the war. It also uses a lot of classic
pulp archetypes - explore the unknown! Battle villainous masterminds!
Or, if you're more interested in the noir end of things, fight greed and
corruption in the darkest alleys of Sharn! There are a lot of high concepts
that a new player can jump on as a foundation for her character.
What
has it been like working with the folks at Wizards of the Coast? What's
been the biggest surprise to you during the Eberron development process?
Well, I'm
used to working alone, and it's obviously a very different experience.
There are certainly things in Eberron that would be different if it had
been entirely in my hands. But that's not a bad thing; some of my favorite
elements of the world actually evolved out of the brainstorming sessions
with James Wyatt, Bill Slavicsek, and Christopher Perkins that occurred
after Eberron was chosen. They are all brilliant writers and designers.
James came up with some wonderful game mechanics for the corebook, and
reading Bill's chapters, I find myself saying "Dang, I wish I'D written
that" a lot. I've worked most closely with James Wyatt, since we
collaborated on a sourcebook in addition to the Campaign Setting Book,
and it's always great to just get into a conversation and start throwing
ideas around. In some ways, I feel guilty saying that Eberron is "my"
world, because everyone involved has brought a lot of good ideas to the
table.
Do
you have any plans for future Eberron sourcebooks, such as a book detailing
aquatic adventures in Eberron?
As I said,
James Wyatt and I have already completed an Eberron sourcebook, and I
certainly hope to work on additional projects in the future. I want to
try to make time to post additional information on my website, as well,
since there are lots and lots of different ideas that we just didn't have
time to develop in the world. The original Eberron proposal did include
more details on the aquatic nations (since that's another exotic environment
to explore), but I don't think that WotC has any plans to explore that
element of things in the near future.
Do
you expect any Eberron material, such as the new PC races and basic classes,
to eventually become part of other D&D settings?
We've said
all along that Eberron is full of material that can be plundered for other
campaigns. Even if you don't like the world, there's no reason you couldn't
drop shifters into the High Forest. Now, would these ever officially become
part of those worlds? Would you see a warforged in a Realms novel? Probably
not, but you never know.
You've
published a lot of other RPG products since Eberron was chosen for the
Setting Search. Which of these would you recommend most highly to folks
who are interested in Eberron?
If I had
to pick one, I'd go with Crime & Punishment, published by
Atlas Games. This is an in-depth look at law, investigation, and bounty
hunting in a fantasy setting, and there's a lot of ideas that could be
pulled directly into an Eberron game. My second favorite is probably the
Oneiromancy chapter in Atlas Games' Occult Lore. Part of Eberron's
cosmology ties to dreams, and when I have a moment I'll have to write
up something about using Oneiromancy -- which deals both with actual dream
magic and more general adventuring in dreams -- in Eberron.

Without
violating your non-disclosure agreement, can you give us any highlights
from your own Eberron campaign?
Five ducks
in a battlesuit. Oh, wait - that's a highlight from my Over the Edge campaign.
The main thing that comes to mind from my Eberron campaign is "Dang,
I wish I was PLAYING this!" Though I'd have to play an entire party
to play all the different characters I'd want to play! Otherwise - it's
hard to come up with specific good stories when so little information
has been released. Ask me again in a month!
Don't
worry, I will. Thanks for taking time to share your thoughts! |