When the Eberron campaign setting came out in 3rd edition, I had dismissed it as uninteresting. Also, as I already had purchased the materials for 5 other published campaigns, I did not want to invest money in yet another one. However, I had started playing Dungeons & Dragons Online recently – which as you may know is set in Eberron – and it intrigued me enough to purchase the Eberron Campaign Guide and the Eberron Player’s Guide.
The first thing that I noticed was the panel in the beginning of the campaign setting advising that DM’s "Loot This Book". I really like this ideology. Mny people feel that they have this great idea for a setting (or other creative work) and want others to experience it they way that they intend. However, James Wyatt and Keith Baker are just as happy to have dungeon masters take their ideas and incorporate them into their own unique campaigns. This way of thinking really shows as well; numerous concepts are easily broken out of the whole.
This is not to say that the campaign is not cohesive. The setting feels like it all fits together to create a whole, but yet pieces can still easily be picked out and used elsewhere. For instance, the information related to using magic as technology (i.e. elemental ships) does not require anything innate about Eberron. Or, "The Age of Giants" could be pulled out and used in any other world’s history to explain why there are massive ruins dotting the landscape.
The second thing that I noticed is that Eberron is not just another cookie cutter campaign setting; there are many things unique to its world. Chief among the novelties are the draconic prophesies, dragon marks, and the relationship with supernatural beings.
The dragons – instead of being monsters that attack villages – are mostly portrayed as scholars who study who intricate prophecies shape – or may shape – the future. The chromatic dragons are more easily swayed to evil, but they are mostly unaligned and in most cases do not pose a threat to the world.
Dragonmarks are like birthmarks that appear on some members of the powerful lines in Eberron. Each house has different duties, responsibilities, and powers based upon the mark of their house. The true nature of the marks is uncertain and is a topic of scrutiny in the prophecy.
Many of the evil gods from other worlds exist in Eberron’s cosmology. However, they are bound demons with influence over a small dominion. For instance Tiamat has no direct influence in the world, but can sway dragons towards evil. A major concern though is that a powerful demon will break its restraints and wreak havok on the world. Even more threatening is the risk that aberrations from Xoriat (Eberrons Far Realm) will come streaming through a rift again. Needless to say, there is no end to potential problems for PCs to solve – even at high levels.
For lower level characters, there are numerous plot devices as well. A major war has ended and there is an unsteady peace; the party could be asked to perform diplomatic missions, covertly spy on neighbors, or maintain peace along borders. Furthermore, the houses play major roles in politics, the economy, religion, and all other aspects of life. The nobility never like getting their hands dirty and may have tasks that are beneath them that may need to be performed. Oh, and did I forget to mention the extensive sewer systems that many of the major cities have? Yeah, I know, that’s kind of cliche, but sometimes a good low-level dungeon crawl is just what the shaman ordered.
I have not had a chance to run a (or play in anyone else’s) campaign set in Eberron yet, but I hope to soon and am expecting it to be a very enjoyable experience.
I’ve yet to play/run an Eberron campaign. I do like the overall feel of the setting though. I’ve also freely pillaged the book for my own campaign (especially stealing the idea of magic as a ‘technology’ and artificers as a player class). I have to say I think Eberron has much more ideas to parse out into homebrew worlds over the new Forgotten Realms setting. Hope you get a chance to get a game in soon.
I have played in a friend’s home-brew setting where one of the PCs was an artificer, but I did not realize that that was where the class came from at the time. It really does show how versatile the information provide in Eberron truly is.
Eberron is the only campaign that I feel I’ve ever played in until completion (1-20 in 3.5E). It is an amazingly rich setting with more than the standard hack and slash that most people think about in D&D games, particularly with the major houses and their political machinations. I’m not sure I would recommend it for 4E since when we reset our campaign into 4E we lasted about 4-5 sessions before it burnt us all out. There is a wealth of information out there for Eberron, and if you are willing to digest all of it you can make an amazing experience.
I’ve never liked hack and slash campaigns that much and, I agree, Eberron definitely seems to offer much more than that.
I haven’t taken close look at Eberron (too many other free settings) and I especially dislike magic used as replacement for technology. Which from outsider’s view seems a fundamental point of Eberron.
Dragon marks sounds like similar idea from Birthright. An idea I like for heroic, high powered games.
I also used to not like the concept of magic as a replacement to technology as many campaigns seemed to treat the setting as a more science fiction oriented environment. If I had wanted to play in a futuristic environment, I wouldn’t be playing an FRPG. Eberron doesn’t actually seem to have this flaw though, in my opinion.
I am not sure if this is your complaint with using magic in place of technology or not,
Thank for the comment, high-magic campaigns in general aren’t for everyone and my article failed to point out that for those who like a more traditional hack and slash type of scenario, this is definitely not it.