Game Rules and Themes
On themes I would like to explore in this game
Magic
Eberron is a so-called "wide magic" setting. The setting is suffused with magic, but on Khorvaire, you will rarely encounter high level magic. Everything up to level 5 spell effects is relatively common, but more powerful magics and spellcasters are very rare and usually connected to some older, more ancient tradition of magic (dragons, Giants, Dhakaani, lost dwarven civilizations, Aerenal elves, Quori, etc.). The idea of this game is to explore both the "industry magic" of the Galifaran Dragonmarked Houses and the more mysterious magical traditions from the past or the rest of the world. Magewrights and artificers represent the backbone of the industry magic approach, and it usually involves elaborate rituals and expensive material components like the the dragonshards. Magic is almost like some kind of occult science, and that's the way scholars in Khorvaire understand it. That's the main theme that will appear throughout the way that magic works for your PCs and at the Twelve. You will encounter and explore different magical traditions through the game, and maybe even learn from them on your own. Also keep in mind - PC classes of any level, and especially higher levels, are rare. Even at the Twelve, there's almost no NPC with a level higher than 9. Most spellcasters at the Twelve are experienced and learned magewrights. Members of the spellcasting classes, even at lower levels, are seen as especially talented magicians who can manipulate raw magics in unprecedented ways. The PC spellcasters are geniuses and mavericks of their sciences, or mysteriously accursed individuals.
Shades of Gray
People are complicated in Eberron. There are almost no intrinsically evil races, gods are distant, and Khorvaire was tortured by a prolonged and complicated war. If you want to play a simple game of heroes and villains, this might not be the right venue for you. One of our interests here is to explore the complicated world of magic, and the other is the world of morally ambiguous fantasy. Think China MiƩville's Bas-Lag instead of Tolkien's Middle-Earth. This doesn't mean you can't play honorable, kind or good characters. It just means they also suffer from the vicissitudes of (demi)human nature, like all the rest of us.
Guided Sandbox
My style of DMing games is a lightly guided sandbox. There is a campaign story arc, but you are free to engage with it in any way you see fit, or even, try to subvert it with the actions of your characters. I only ask that you try to keep in-game conflict to a minimum and only use it when it serves the story. If one character is coming to heads with the other, we should discuss it at length OOC to see how this conflict will serve to advance the story and your character development.
On combat encounters
Combat encounters will be relatively uncommon. This is a game about storytelling and character development. Still, it's still DnD, so from time to time, you will be involved in combat encounters which might prove to be deadly. You don't have plot armor and I will not scale encounters to your power level, so be wise when you choose to engage in deadly combat. I will use some variant rules for HP, damage, and wounds to make it more interesting. You will be informed about this later on.
This message was last edited by the GM at 14:47, Fri 04 Dec 2020.