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Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Hardcover – April 1, 2004
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About the Author
Bill Slavicsek is the director of roleplaying game development at Wizards of the Coast, Inc. His most recent credits include the d20 Modern Roleplaying Game™, the Star Wars Roleplaying Game Revised Core Rulebook™, and the Urbana Arcana Campaign Setting™.
James Wyatt is currently an Origins award-winning RPG game designer for Wizards of the Coast, Inc. His most recent credits include authoring Oriental Adventures™ and City of the Spider Queen™ and contributing to Fiend Folio™, Draconomicon™, and Player's Guide to Faerûn™.
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I recently finished the adventure in the back with my gaming group and it went surprisingly smoothly (however this may vary from group to group), the encounters were challenging but not lethal and the group had a great time solving all the puzzles.
Everything "Core D&D" has a well though out place in Eberron, which makes the setting really evocative, and full of twists when compared to its peers.
More than that, its new addition to the game are iconic and interesting, deeply rooted within the setting and doesn't seem to be there "just for the sake of cool".
The first thing to remember is that Eberron is a campaign setting, not the new face of D&D that negates what came before. Eberron is an option, a world that actually feels modern while staying true to the roots of magic.
In Eberron, there are constructs (magic powered robots) who have become sentient known as warforged. This "race" is rather young, or at least this incarnation of it--its possible they are in fact 1000 or more years old. There's also Sharn, the city where magic has given birth to technology meaning there's a lightning powered train, air ships like in anime, and many more surprises. There is even a class dedicated to making magical constructs and items known as an artificer.
Eberron continues this "modern" take with a loosening of the alignment system, making it less defined and once again more akin to our real world politics.
Now, why does this matter--because going through the campaign you suddenly start thinking about how great it would be to run your favorite anime, or a story like Bladerunner in Eberron, or Indiana Jones. You could even take the Star Wars series and fit it in with a few adjustments. As skeptical as I was, I can pleasantly admit that I was wrong about this setting which gives you a world where Moorcock and Cthullu can be mixed with Dick Tracy without seeming stupid.
The ebberon setting as a whole brings a lot of fresh ideas, and u cant really go wrong with this purchase.
It won't be to everyone's taste, but that's why there is chocolate and vanilla. I think, however, that almost any DM could pull some decent ideas for adventures out of the main campaign book.
My main gripe with the whole Eberron series (and the reason for 4 stars) is that the organization is a bit weak and there are few indexes. An Eberron concordance which gives you pointers to various pieces of information in the books would be very helpful, especially if it were on line so it would be updated as new material came out. Of course that would be useful for the whole D&D product line as well. Anyway, stuff is scattered throughout the books. I know that WotC treads a fine line between redundancy of information and having multiple sources, but the Eberron materials seem a bit more scattershot than necessary.
That said, I think the Campaign Setting book is an excellent reference guide and resource. One could easily swipe whole countries out of it and use them more or less intact in other campaigns with minor changes.
The rest of the Eberron materials are less useful (as many of the basic adventuring ideas are repeated) unless you are actually planning an Eberron or Eberron style campaign.
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