I made things difficult for myself this week. It means a lot to me to hear what different people enjoy about the setting. But there were many great responses, and no single right answer. I enjoyed Kell’s decision to give his answer in-character. Michael Pfaff’s insight as a veteran was intriguing. I laughed at Cheryl’s complaints about her boyfriend’s efforts to get her into the setting – I had to endure his leaving Inquisitives novels by my bed, or him suddenly exclaiming, “Whoa, she turned into a dragon!…And then she ate that guy!”
So how to choose between a dozen great answers?
The answer should be obvious to anyone who plays D&D: Roll it off. The Traveler and Olladra helped make the decision, and the winners are David Stern and Bonnie. Bonnie’s entry is posted in the previous thread. David sent his answer to me directly, so I’m posting it below.
For me, Eberron provides a shift in classic sword and sorcery assumptions. These assumptions are critical to the role playing experience since a collaborative, imagined story cannot exist in real time without each participant having a fair amount of shared expectations. Eberron energizes the imagination by not only replacing played out elements common to other settings but also by introducing new assumptions through its unique synthesis of the fantasy genre with magical steampunk.
Stagnation occurs in many traditional settings due to heavy reliance on certain clichés including the presence of fantasy stereotypes such as forest-dwelling elves and happy, hungry halflings. While Eberron allows for these elements, it also introduces new standards for these archetypes (e.g. Bedouin influenced elves, dinosaur riding halflings, and information-hoarding gnomes*). These fresh ingredients stimulate both players and DMs’ imaginations.
Further, the black and white nature of villains and heroes is often taken for granted. Eberron, however, defies the expectation that the evil wizard’s or the noble cleric’s apparent alignment prescribes an unbending code. Moral corruption, both supernatural and mortal, can be found anywhere in the people and organizations of Eberron. Even one of the brightest lights in the world, the Church of the Silver Flame, is not wholly outside this zone of gray. On the other hand, the monstrous daughters of Sora Kell, themselves among the darkest blights, have shown inscrutable benevolence.
Beyond these fundamental alterations is found a new class of assumptions. Eberron’s pervasive mundane use of magic creates a myriad of situations with modern analogs. The train lines of the lightning rail, the aerial vessels known as elemental airships, and Sharn’s elevators and skyscrapers all lead players to envision action that is quite modern and familiar, yet doesn’t break the boundaries of theme or setting. In a traditional setting, the pulse-pounding thrill of a train robbery or an airship fight begins to stretch the limits of disbelief. In Eberron, not only is this pulp action freely allowed, but encouraged, even from the introduction page.
From the first rain slicked bridge, this shift in assumptions leads players and DMs alike to imagine beyond the clichéd presumptions of sword and sorcery. Eberron excites the imagination which leads to more interesting adventures, stories and experiences. Through a wealth of familiar yet augmented expectations, a higher class of cooperative entertainment is attainable and that’s my favorite thing about Eberron.
Thanks to all of you – it really means a lot to me to learn what other people enjoy about something I love. I’m sorry I won’t get to play with everyone, but I am planning to have another informal hang-out for people who just want to talk (see my next post). And for those who really want to be in my game, there’s one more chance. The Mythic Party event is still accepting bids. It’s for charity, and should be a great time!
Congratulations to Bonnie and David, and I hope to see you all at GenCon.