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Originally Posted by Original Review
This is interesting in that they openly claim these are tenets, and I quote, that "should be true for anyone creating a D&D world." It's also interesting that they directly contravene most of the old, established campaign worlds - I can pull out at least 3 of each of these that are anti-Greyhawk, Forgotten Realms, Ravenloft, Dark Sun... Anything but Eberron, and even that's debatable.
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Two of the points in the list this refers to
do explicitly contradict Eberron -- "magic is not everyday but is natural" and "one sun one moon". Eberron
does have magic as a part of people's everyday lives, especially in the cities, and has twelve moons that correspond to twelve of the planes, with rumor that there was once a thirteenth for the thirteenth, out-of-orbit plane.
Of course, I do have the sinking feeling that they're going to impose the new cosmology, and even more damaging assumptions like halflings-as-river-people, the elf/eladrin split, and throwing half-elves and orcs/half-orcs to the wayside (when Eberron was one of few settings that made playing an orc or half-orc
cool) onto Eberron. Excuse me while I go hug my 3.5e copies... -- Pteryx