By the time you read this, I'll be scampering about
GenCon in Indianapolis, thick in the middle of four days of gaming and geekery. Don't weep for me, for I am already gone! One of my hopes for this weekend is to reconnect with pen-and-paper RPGs, a part of my gaming life that has almost withered into nothingness.
That got me thinking about
Eberron -- the D&D campaign in which
DDO is set. You don't hear
DDO players fussing about it so much any more (people either made their peace with it or moved on), but way back when, the Eberron setting was a fairly controversial choice for Turbine to make. After all, there are dozens upon dozens of campaign settings, including some (like
Forgotten Realms or
Dragonlance) that most people associate with the franchise.
Eberron, on the other hand, was a relatively wet-behind-the-ears upstart with a quirky setting that can best be described as "Indiana Jones meets steampunk meets flashy, practical magic." Personally, I've grown to like the campaign, and I want to take a look at how the pen-and-paper version was constructed, how the Eberron setting shines in
DDO, and how Turbine could be using it more.
Continue reading Exploring (the rest of) Eberron
Exploring (the rest of) Eberron originally appeared on Massively on Fri, 06 Aug 2010 16:00:00 EST. Please see our terms for use of feeds.
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