danskmacabre said:
I'm thinking of using your Eberron conversion for running MRQ2 for my son and some of his friends.
This all came about as my son had his 11th Birthday on Saturday and had some of his friends around for a sleepover. I introduced them to the Talsiman boardgame, but they saw all my RPGing 255mm figures and started asking about what they were for and RPGs etc.
They realy wanted to play an RPG, so pending permission from their parents, I'll be running MRQ2 for them.
Sounds good. I'll be glad to help in any way I can.
danskmacabre said:
Elric really isn't appropriate for kids their age (10-11 years) and your Eberron material looks more appropriate for their age.
Well, when I look at Eberron I don't see a children's world... It's ripe with decadent priests, corrupted guardsmen, scheming politicians and disillusioned soldiers. There is no clear "good" or "evil", the world is recovering from a hundred year long war and many people have completely lost faith in the future, in the gods and their leaders (much similar to the state right after world war one, which in many ways is the period it tries to capture).
However, I'm not saying it's inappropriate - it's just where you put your focus. There are several "villains" or "themes" evil and malicious enough to fit into a classical "good" vs. "evil" mindset, and plenty of opportunity to save the world - DnD wouldn't have used it, if not
Eberron in many ways tries to capture the style of the period of 1890-1920, mixed with feudal and classical themes.
danskmacabre said:
I assume I'll need the DnD Eberron books to use your conversion material at least for the background material, which book/s do I need just to get a start?
I would say you're secure with the Core Rulebook for 3.5 edition, this one:
http://cgi.ebay.com/eberron-campaig...aultDomain_0&hash=item4aac176972#ht_500wt_949
Sadly it is out of print (but not too expensive on ebay). I assume that 4th edition has the same fluff inside it, but I haven't ever touched anything from 4th edition so I can't guarantee.
Other than that, I can recommend a lot of books - but don't buy them unless you fall madly in love with the world as I have. You can get a lot of info from Keith Bakers blog, from the wiki (
http://eberron.wikia.com/wiki/Eberron_Wiki) or from googling. I can always throw some fluff your way if you need specifics. But the core rulebook has a lot of information, enough to get you started and for some time.
danskmacabre said:
When is your updated PDF coming out?
Soon I hope. I have my last examn on monday, and am working full-time before and after. But an educated guess would be within the next two weeks. So far the pdf has grown with more than 20 pages, and I have a lot of stuff I want to include in it. If you're in a hurry I can always send you the non-finished updated pdf, which you can use until the rest is done.
danskmacabre said:
Any hints/guide lines you have as to where in Eberron to start a campaign for kids of that age. Keeping in mind none of them have ever played an RPG ever, although they know what they are. Also I've never read any Eberron material before, apart from your conversion stuff.
Hmm, I would suggest on of two approaches:
- 1. Try to give them a "classical campaign", since they haven't tried that before - i.e. being a rag-tack team of adventurers and throwing in some dungeons and troll hunting... You can throw the classical campaign in, in almost all of the five nations. I would suggest either Breland or Aundair... Karrnath and Thrane are rather atypical (Undead troops and a fanatical theocracy).
- 2. The second one is a classic in Eberron campaigns - start them off in Sharn, The City of Towers (if you do decide to buy more Eberron books, I can recommend this books. It is crammed full of interesting plot points, fluff and campaign ideas - it's great) as soldiers just discharged from the army (Brelish soldiers or survivors from Cyre are the classics).
Sharn is a major metropolis and thus offers possibilities for all sorts of play - delve into the cogs and ruins below Sharn to search for treasure and lost knowledge, engage in intrigue and backstabbing between the noble houses or use the port as a entrypoint to the exotic continent of Xen'Drik with Indiana-Jones-Style adventures aplenty. Sharn is made of mile-high towers, a bit like Coruscant in Star Wars, and it is the largest city on the continent, and can thus quickly capture the imagination of youngsters if setting the theme and style right.
There's a starting adventure in the Core Rulebook which takes place in Sharn, and which sees the adventurers delving into the depths below Sharn to recover an ancient Creation Schema for House Cannith. It's not great, but not that bad either - and a good GM can easily make it memorable, as it is very loosely described. It does however quickly get the players into the action and starts to introduce them to central themes - House Cannith, Warforged, Sharn etc.
I'm also planning on writing a starting adventure and including it in my Eberron book - but I really doubt it'll be finished for the next update.
danskmacabre said:
Thanks in advance.
No problems. I'm glad to spread the word of Eberron! Feel free to ask more and good luck!
- Dan