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Posts tagged “campaign setting

Review – Eberron: Rising From the Last War

Hmm… ok…

Eberron is certainly the first and may be the only campaign setting to see a physical print in fifth edition. While the edition as a whole has held up Forgotten Realms for campaigns, and of course draws a great deal upon Dragonlance and Greyhawk to build a “core” of information, cosmology, gods, and history, the big settings have received little supportive nods here and there in sidebars and appendices and the like, but Eberron has also seen some pretty thorough Unearthed Arcana support, followed by a small, cheapish pdf publication late last year… or maybe early this year? I forget, I’ve been busy.

Rising from the Last War is double the length in terms of pages, with written content padded out with artificer rules only slightly modified from the last playtest edition, some pretty artwork, a few rule ideas, monster statblocks, and a few extended descriptions of factions, regions, history, and essential details.

Which begs the question… is it worth it?

 

Financially, that’s a maybe, the books aren’t cheap, let’s be realistic here. If you bought the Wayfinder’s Guide (the pdf I was talking about) you might have enough, but it’s better if you have access to some of the third edition lore books that can help pad out Keith Baker’s world with locations and people, although it’s not strictly necessary, just interesting.

In terms of content, well certainly the new book has some rules updates, and while I haven’t been through everything yet there’s certainly a few notable examples I’ve picked out.

Warforged rules have been altered, although I might argue that the rules from either book are balanced sufficiently to use, and given the manufactured nature of warforged I’d also make the case that you could use either rule-set in any given game, rather than choosing one or the other. Changelings have been simplified, perhaps diminished having lost an ability that makes them a little harder to hit, Kalashtar don’t appear changed from a quick once-over, and Shifters have been altered a little to make them notably more diverse depending on the subtype. On the subject of racial rules, the rules for building dragonmarked characters have been altered, and certainly the new rules seem simplified, but I’m still undecided on which rules I prefer.

So far as the artificer goes, I have to say that the artwork really helps bring the subclasses to life, I wasn’t entirely certain about translating some of the rules into narrative components. Seeing things like the alchemical homunculus and the artillerist’s collection of wands given artwork is far more evocative, and I say this as someone who loves artificers whatever the edition.

Points of interest, there is a section on choosing a patron that reads as advice for players and dungeon masters alike, and I love the notion of using it as part of a session zero character building discussion because it gives players ideas on the kind of games available to them and what kind of world they’re stepping into. If you run a game that’s faction-heavy it’s easily worth a read for ideas on how to market those factions to your players.

In terms of building the themes of the major continent, Khorvairre, I love the flavour texts. Where previous books have included annotations from famous NPCs, here we have newspaper cuttings to drive home the modernity of Eberron life. Propaganda pieces, inflammatory and fear-mongering snippets that read like they were written to panic the populus, but instead give the DMs and players some twisted ideas. Tales of drug abuse in the city of towers, living weapons and armour forged in the dwarven annex – the Mror Holds – painted as grotesque abominations, but written in a paper sold to the nation that raised its own dead in the last war.

Certainly the book goes into far greater detail than the Wayfinder’s Guide, and presumably it supersedes the majority of the content being the newer publication, and while I’ll never be satisfied with the amount of detail (having read most of the Eberron companion books from 3.5) it’s certainly quite a thorough volume, and to go properly in-depth would have required a far bigger, and more expensive book. I was also saddened by the absence of psionic rules, however…

A new Unearthed Arcana came out recently giving subclass options for fighters, rogues, and wizards, that focus on psionic power, and Eberron is not the only major campaign setting that could warrant a full-sized publication. There is another for whom psionics are a far bigger deal…


Eberron in 5th Edition

I could never decide whether I liked how 5th edition Dungeons & Dragons handled it’s classic campaign settings.

On one hand I liked that everything was left sufficiently open and multi-purpose that it could be applied to any setting and modified to suit most fantasy-plus genres, and we get the occasional allusion to how these creatures appear in other settings. Of course I respect and understand that the big three take front and centre: Forgotten Realms, Dragonlance, and Greyhawk, and my favourites get a few nods, Dark Sun and Eberron, but there were never plans for a full-blown campaign setting “release”, singular books devoted entirely to establishing a fixed world with a vast array of content, plot hooks, geography and history! (more…)


Dungeon Situational – A Town

You’re starting a new game and trying to come up with a setting, at least to kick off the first few levels, somewhere with intrigue and danger, somewhere they’ll remember for levels to come, the place that they’ll one day be thinking of when they save the world.

Usually these articles make no small use of 5th edition Dungeons & Dragons rules, but as a heavily narrative oriented piece there will be little to no need to adjust any components for your own game, but tinker with anything you like. Welcome to… (more…)


DMing 101 – World Building

In DMing 101 I’ll be giving generalized advice on how to run a tabletop role-playing game. The articles will not presume any knowledge, except being able to read. And maybe knowing what dice are. And paper. And a computer. Maybe some other stuff. I’ll also presume that you can remember that DM means Dungeon Master. Some people call it a Game Master or GM, but I don’t. Suck it up. There are a few quick start guides on how to DM out there, but DMing 101 will offer a fairly easy set of tips that a novice can follow to make his/her games something truly memorable. (more…)