Onward to Eberron
As obvious a thing as it may be to say, gaming is a group activity. You have to have buy-in from everyone in the group in order for it to work. And while some of the players in my group are perfectly happy to play whatever game is put in front of them, I was receiving feedback from other members expressing preference for another direction. On the other hand, GMing is a boatload of work, and so you really have to be interested in what you’re doing to make it worth the effort. So choosing a game and managing a group is an exercise in finding common ground.
To that end, I decided to drop the Coventry campaign; my intention was to pick up and do more with Fortress of Tears, but for whatever reason, I’m finding myself blocked on it. So I decided to stop and think a minute about what I could run that would please the players (many of whom have stated a clear preference for some incarnation of Dungeons and Dragons) but would also please myself.
I was very surprised when Keith Baker’s Eberron setting stepped up and said, “‘ave a go, mate.” I was quite indifferent to Eberron when it first came out… I didn’t dislike it, and I certainly didn’t hate it for not being Forgotten Realms the way so many others in the RPG community seemed to, but it also wasn’t what I was looking for in D&D at the time.
Some of that was because it looked too much like a fusion of D&D and the Star Wars prequels (with Sharn standing in for Coruscant, warforged standing in for droids, etc.), and my feeling was, “There’s already a Star Wars RPG, what do we need this for?” That feeling was so strong that I actually nabbed bits from Eberron for the Star Wars campaign I was running, and sure enough, they felt right at home.
With the passage of time, I don’t think that was an inaccurate assessment, but it’s also less of an issue now than it was then. The Star Wars prequels have faded into the mists of pop culture history, and the other facets of Eberron can start to shine. When you can come back to Eberron on its own merits, there’s quite a lot to like there. It also has several “tweakable” settings that you can play up or down as you wish. Want steampunk? It can do steampunk. Want cosmic horror? It can do cosmic horror. Want jungle exploring? It can do jungle exploring. Want steampunk exploring of cosmic horror in the jungle? Yup, it can do that.
Still, the real surprise to me, was how well 4e treated Eberron– especially when you consider how it did its damnedest to destroy everything else. While Forgotten Realms got blown up (again) and Greyhawk got thrown under the nearest bus, Eberron got away with just having dragonborn and tieflings shoehorned into the corners, plus some easily-ignorable shuffling of its cosmology.
Mark of Prophecy, the introductory adventure in the 4e campaign guide, starts brilliantly. Seekers of the Ashen Crown, the largest of the 4e Eberron adventures, has as much intrigue and roleplaying material in it as any of the 3.x stuff for Eberron did, and considerably more than, say, Revenge of the Giants. It’s still in the “delve format,” alas, but once you get past that annoyance it’s a solid, well-written adventure.
So, I admit, I’m pretty excited about this new campaign. As always, I wish I was playing in it rather than running it, but that’s the story of my life as far as gaming is concerned. I have a rough campaign outline that should take the game from 3rd level to 8th, allowing for wiggle room as the PCs decide to turn left instead of right or what-have-you. Beyond that will just have to see what the future brings. Life changes are surely going to throw a spanner in the works by then, if not before!
PS: For those curious, I’m running the game in Pathfinder, using fan conversions and/or custom data in Hero Lab.