SCAG does have a lot of info about the Sword Coast. Each locations has suggestions about main NPC and monsters.
True - But 4th edition had a 250 page campaign guide and a 150 page player's guide for Forgotten Realms based around the time of the Spellplague. 5th edition has both crammed into one book at 150 pages (Post Spellplague Timeline). There's a significant difference in information to run a game that's in the current canonical timeline.
Those statements are entirely consistent with what they have been saying all along. They aren't interested in necessarily publishing big campaign setting books so much as detailing individual stories/adventures.
So will there be the complete Eberron Campaign Setting 5e? No, not anytime soon.
Could there be, for example, "Flame and Blade" adventure where the Silver Flame decides to cleanse the Mournland which riles up the Lord of Blades and a secret warforged army he's amassed (with finalized stats for races and Artificers)? Possibly!
Will there be a Dark Sun or Planescape Campaign Setting books in 5e? As much as I wish there were, there won't be. But an adventure dealing with the rise of a new Dragon King (haven't looked at my Dark Sun in a while, sorry), or, say the Githyanki invading the Outlands, seizing control of the gate towns but were secretly manipulated by Ilsenine in a ploy to shift the Outlands to the Far Realm? That'd be awesome and still absolutely fitting with his statements.
So I have read no indications at all that the old settings are dead. Just we shouldn't expect complete campaign setting books any time soon. Just particular storylines - hopefully someday based in those settings. This has been the statement direction since the release of 5e. With some new race write ups you are most of the way there to having the campaign setting fully in 5e. There is a vast amount of lore on DMs Guild for these settings, and a part of me kind of likes the idea of them not trying to update it which can invalidate bits and pieces of the old stuff.
If the 5e stance is "Everything that came before will no longer be updated as a complete setting", then the idea of a complete setting is dead.
While the current team may mine the old material for specific nuggets to polish and present to the current player base, much the way a jeweler might take a stone out of a setting (the irony does not escape me), polish it, set it in a new ring, and sell it... the majority of the old settings appear doomed.
Hasbro should either have WotC open up the settings they have abandoned to DM's Guild, or explain why they can't / won't.
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If the 5e stance is "Everything that came before will no longer be updated as a complete setting", then the idea of a complete setting is dead.
While the current team may mine the old material for specific nuggets to polish and present to the current player base, much the way a jeweler might take a stone out of a setting (the irony does not escape me), polish it, set it in a new ring, and sell it... the majority of the old settings appear doomed.
Hasbro should either have WotC open up the settings they have abandoned to DM's Guild, or explain why they can't / won't.
The reason is quite simple. If you open it up you have hundreds of products that all essentially contradict each other and don't really add to the setting because they are unofficial and contradictory. Also it would almost guarantee such elements could not show up in future official releases. So likely they won't open it up.
If the 5e stance is "Everything that came before will no longer be updated as a complete setting", then the idea of a complete setting is dead.
While the current team may mine the old material for specific nuggets to polish and present to the current player base, much the way a jeweler might take a stone out of a setting (the irony does not escape me), polish it, set it in a new ring, and sell it... the majority of the old settings appear doomed.
Hasbro should either have WotC open up the settings they have abandoned to DM's Guild, or explain why they can't / won't.
The reason is quite simple. If you open it up you have hundreds of products that all essentially contradict each other and don't really add to the setting because they are unofficial and contradictory. Also it would almost guarantee such elements could not show up in future official releases. So likely they won't open it up.
So why open it to the Forgotten Realms?
Why can there be various homebrew adaptations of the Realmspace accessory... but none at all for Greyspace, or the rest of Spelljammer, as an example?
Rollback Post to RevisionRollBack
⬐If you thought I added value to the conversation, please let me know!
If the 5e stance is "Everything that came before will no longer be updated as a complete setting", then the idea of a complete setting is dead.
While the current team may mine the old material for specific nuggets to polish and present to the current player base, much the way a jeweler might take a stone out of a setting (the irony does not escape me), polish it, set it in a new ring, and sell it... the majority of the old settings appear doomed.
Hasbro should either have WotC open up the settings they have abandoned to DM's Guild, or explain why they can't / won't.
The reason is quite simple. If you open it up you have hundreds of products that all essentially contradict each other and don't really add to the setting because they are unofficial and contradictory. Also it would almost guarantee such elements could not show up in future official releases. So likely they won't open it up.
So why open it to the Forgotten Realms?
Why can there be various homebrew adaptations of the Realmspace accessory... but none at all for Greyspace, or the rest of Spelljammer, as an example?
Are there actually third party Forgotten Realms products on Dmsguild?
The reason is quite simple. If you open it up you have hundreds of products that all essentially contradict each other and don't really add to the setting because they are unofficial and contradictory. Also it would almost guarantee such elements could not show up in future official releases. So likely they won't open it up.
So why open it to the Forgotten Realms?
Why can there be various homebrew adaptations of the Realmspace accessory... but none at all for Greyspace, or the rest of Spelljammer, as an example?
Are there actually third party Forgotten Realms products on Dmsguild?
Only the Forgotten Realms and Ravenloft are allowable previously existing settings. Users are specifically barred from anything else that's been previously published.
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If and when they release adventures in the other settings, they will open up those settings on DMs Guild as well. They stated that several times and did exactly that with Ravenloft when Curse of Strahd came out. They are focusing attention on their current settings. When that list of current settings expands, what is available for DMs Guild authors should expand as well. They have been very open and clear about that all along.
Those statements are entirely consistent with what they have been saying all along. They aren't interested in necessarily publishing big campaign setting books so much as detailing individual stories/adventures.
So will there be the complete Eberron Campaign Setting 5e? No, not anytime soon.
Could there be, for example, "Flame and Blade" adventure where the Silver Flame decides to cleanse the Mournland which riles up the Lord of Blades and a secret warforged army he's amassed (with finalized stats for races and Artificers)? Possibly!
Will there be a Dark Sun or Planescape Campaign Setting books in 5e? As much as I wish there were, there won't be. But an adventure dealing with the rise of a new Dragon King (haven't looked at my Dark Sun in a while, sorry), or, say the Githyanki invading the Outlands, seizing control of the gate towns but were secretly manipulated by Ilsenine in a ploy to shift the Outlands to the Far Realm? That'd be awesome and still absolutely fitting with his statements.
So I have read no indications at all that the old settings are dead. Just we shouldn't expect complete campaign setting books any time soon. Just particular storylines - hopefully someday based in those settings. This has been the statement direction since the release of 5e. With some new race write ups you are most of the way there to having the campaign setting fully in 5e. There is a vast amount of lore on DMs Guild for these settings, and a part of me kind of likes the idea of them not trying to update it which can invalidate bits and pieces of the old stuff.
This. The old stuff is on the DMs guild.
The setting is quite alive. I have a PDF of most of the 3.5 Eberron books, and my physical 4e Eberron books, and pdfs of most of the dragon and dungeon magazine issues from 4e, bc I always downloaded them every month when I was a subscriber.
But I could easily run Eberron with just the ECS and players guide, if I had a full set of mechanics for Eberron, which a "player's supplement" that goes with a published adventure set in Eberron would probably provide.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Having never played Eberron I'm not sure what was so mechanically different from normal D&D. I know that "Dragon Marks" or something was a thing, but from what I know of them there are already ways to mimic those using options found in the DMG. Also I think there's at least one Warforged UA that could easily make it into a normal D&D book at some point. So, what mechanically needs to be sorted out before people can scavenge enough stuff to run Eberron in 5e?
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
There are several new races (changelings, kalashtar, shifters, warforged).
A new base class (artificer)
Dragonmark feats that grant spell-like abilities (and were tied to a lot of important story lore of the setting, but mechanically, just feats)
Also action points were used and improve the setting, but also (in my opinion at least) aren't absolutely integral.
So to play Eberron in 5e, mainly you need the new additional mechanics rather than *different* mechanics. There's already been UA playtest versions of all of these except the Kalashtar race. Although they were pretty much a variant human geared towards psionics. Eberron embraced psionics (one of the guiding principles of the setting is that if it's in D&D - especially the current 3.5 edition of the time - then it's somewhere in Eberron), but also the psionics aspect was largely focused on a separate continent from the main focus. You could, in my opinion, have a psionic-free campaign and still be very much true to the Eberron feel (and I even say this as a die hard psionics fan). However, a campaign where warforged, artificers, and dragonmarks don't exist would feel like it's missing much more of the heart of Eberron.
So with the current UA playtest material, plus the DMs Guild earlier edition PDFs for story lore, you can very easily run a wide variety of Eberron campaigns. (Although having it all moved from "playtest" to "published in a nice book" would be fantastic.)
EDITED TO ADD: Just noticed that the UA playtest included Dragonmarks and Action Points, been too long since I looked at that. Revised my statements to reflect that.
Having never played Eberron I'm not sure what was so mechanically different from normal D&D. I know that "Dragon Marks" or something was a thing, but from what I know of them there are already ways to mimic those using options found in the DMG. Also I think there's at least one Warforged UA that could easily make it into a normal D&D book at some point. So, what mechanically needs to be sorted out before people can scavenge enough stuff to run Eberron in 5e?
To answer your question, there could easily be a dozen subclasses, definately half a dozen races, a handful of either subraces or race feature variants ( esp stuff like different proficiencies for elves, etc), new mundane and magic items, hopefully rules for airships, and some new monsters. Along with that, the main thing that is really time consuming to do ourselves is new assumptions for magic items and general economy stuff.
Or, search these very forums for threads about Eberron and see the many, many, posts detailing what is missing and discussing how best to include it.
So I took a quick perusal of the Eberron Wikipedia page and here's what I see:
Setting Support:
More guidance on high levels of lower level magic being more readily available? (Seems easy enough.)
Some sort of conversion or addition of action points? (Sure, if this is a core thing and can't just be replaced by Advantage.)
Clearer stuff about dragonmarks? (The DMG already kinda covers these.)
Class Support:
Some new level 3 path options for cleric and wizard? (Do none of the current ones hit the same notes?)
The Artificer class? (There's already a UA for this.)
Race Support:
Eneko (Half-giant ogres)....are these a playable race? Because if so, wouldn't Goliaths be similar?
Kalashtar (psychic people)
Shifters (already exist in a UA)
Warforged (already exist in a UA)
I don't see a lot that can't be cobbled together, but then again, as a non-player of the setting there is probably stuff I'm missing. Then again, I'm not really seeing a lot from what's missing that would convince me to to purchased a stand-alone product. (Though I did briefly use the Kalashtar race for a character once back when they were in the 4th Ed character builder, so I guess technically I have used some Eberron material!)
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Honestly I think that producing story lines/adventures is a better way to go, it makes it easy for new DM's to jump in and start running, but it in no way prohibits the experienced DM from tweaking, modifying, or gutting the product for the juicy nuggets that will be useful to their campaigns. Additionally there are already campaign setting books (often in multiple editions) for everyone's favorite campaign setting, and most of the time the most useful feature of a setting book is just the "lore" and that's rarely if ever edition specific.
So I took a quick perusal of the Eberron Wikipedia page and here's what I see:
Setting Support:
More guidance on high levels of lower level magic being more readily available? (Seems easy enough.)
Some sort of conversion or addition of action points? (Sure, if this is a core thing and can't just be replaced by Advantage.)
Clearer stuff about dragonmarks? (The DMG already kinda covers these.)
You have the Action Points and Dragonmarks backwards. Action Points are the Hero Points in the DMG, and Dragonmarks are in the Eberron UA (though they aren't handled very well).
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So I took a quick perusal of the Eberron Wikipedia page and here's what I see:
Setting Support:
More guidance on high levels of lower level magic being more readily available? (Seems easy enough.)
Some sort of conversion or addition of action points? (Sure, if this is a core thing and can't just be replaced by Advantage.)
Clearer stuff about dragonmarks? (The DMG already kinda covers these.)
Class Support:
Some new level 3 path options for cleric and wizard? (Do none of the current ones hit the same notes?)
The Artificer class? (There's already a UA for this.)
Race Support:
Eneko (Half-giant ogres)....are these a playable race? Because if so, wouldn't Goliaths be similar?
Kalashtar (psychic people)
Shifters (already exist in a UA)
Warforged (already exist in a UA)
I don't see a lot that can't be cobbled together, but then again, as a non-player of the setting there is probably stuff I'm missing. Then again, I'm not really seeing a lot from what's missing that would convince me to to purchased a stand-alone product. (Though I did briefly use the Kalashtar race for a character once back when they were in the 4th Ed character builder, so I guess technically I have used some Eberron material!)
"Already in UA" doesn't mean anything in a discussion of whether something should see print.
Classes:
both Artificer and Mystic, in a finalized and updated form.
Several subclasses. At least 1-2 Druids, and some of the old dragonmarked prestige classes have no easy "hack" in existing material, along with stuff for a Silver Flame and Blood of Vol Paladin. Spells or class feature variants are the way to go there.
Races:
Eneki can be hacked with Goliath, but there is no real reason to be satisfied with hacks
more playable monster races
Updates for Changling, Shifter, and Warforged
Kalashtar
Race feature variants for many standard races. Easiest example is Halflings, Drow, and Elves needing Eberron specific weapon proficiencies and Gnomes needing Alchemist Tools.
Mostly, though, the point is that between player and DM options, there is plenty in most settings to fill a "Guide To The Multiverse" with 2-4 settings info.
the D&D Multiverse is the official setting, (not FR)
Perkins has stated they are not interested in releasing setting material unless its in a new/original form, (e.g, Curse of Strahd).
That said, I have a library of setting books for Dark Sun, (4e unfortunately) Eberron (3e) and Forgotten Realms, (3e). The Forgotten Realms is the default publishing setting for the foreseeable future, from a marketing standpoint it makes good business sense to use one setting, and the FR is quantifiably their most profitable/recognizable brand, (and my favorite one). There have been 5 editions, and with each edition a campaign setting has been updated, it costs a lot of money to publish setting books, (and they are not as profitable as adventure modules). This time around I see WotC focusing on adventures, not settings because there is a TON of published setting material out there, (I know because I own a lot of it).
We know the movie will be set in the Forgotten Realms, and maybe this will be successful, (not holding my breath) this could launch more setting material updates.
I guess it's a good thing, that if you want setting books you'll have to buy the old ones and just use the fluff with your 5e game. I mean, just look at Sword Coast Adventurer's Guide, it got straight up copy/paste sections in it from previous editions.
I'd love getting full setting books, but if it's just gonna be a old book in a new cover with 1 or 2 Character Options and maybe 1 background. I might as well just get a secondhand book or buy the PDF on dmsguild.
For some people having a PC/Laptop/PDF viewing device might not be an option while playing a game. Also, without the campaign guide, the setting will die, regardless of whether or not the old stuff is online.
When you reach a point where Matt Mercer's Campaign setting is going to be more talked about and used than the Forgotten Realms, that is going to be an issue for D&D in general and could actually hurt future books that continue to focus on the Forgotten Realms.
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Those statements are entirely consistent with what they have been saying all along. They aren't interested in necessarily publishing big campaign setting books so much as detailing individual stories/adventures.
So will there be the complete Eberron Campaign Setting 5e? No, not anytime soon.
Could there be, for example, "Flame and Blade" adventure where the Silver Flame decides to cleanse the Mournland which riles up the Lord of Blades and a secret warforged army he's amassed (with finalized stats for races and Artificers)? Possibly!
Will there be a Dark Sun or Planescape Campaign Setting books in 5e? As much as I wish there were, there won't be. But an adventure dealing with the rise of a new Dragon King (haven't looked at my Dark Sun in a while, sorry), or, say the Githyanki invading the Outlands, seizing control of the gate towns but were secretly manipulated by Ilsenine in a ploy to shift the Outlands to the Far Realm? That'd be awesome and still absolutely fitting with his statements.
So I have read no indications at all that the old settings are dead. Just we shouldn't expect complete campaign setting books any time soon. Just particular storylines - hopefully someday based in those settings. This has been the statement direction since the release of 5e. With some new race write ups you are most of the way there to having the campaign setting fully in 5e. There is a vast amount of lore on DMs Guild for these settings, and a part of me kind of likes the idea of them not trying to update it which can invalidate bits and pieces of the old stuff.
If the 5e stance is "Everything that came before will no longer be updated as a complete setting", then the idea of a complete setting is dead.
While the current team may mine the old material for specific nuggets to polish and present to the current player base, much the way a jeweler might take a stone out of a setting (the irony does not escape me), polish it, set it in a new ring, and sell it... the majority of the old settings appear doomed.
Hasbro should either have WotC open up the settings they have abandoned to DM's Guild, or explain why they can't / won't.
⬐ If you thought I added value to the conversation, please let me know!
So why open it to the Forgotten Realms?
Why can there be various homebrew adaptations of the Realmspace accessory... but none at all for Greyspace, or the rest of Spelljammer, as an example?
⬐ If you thought I added value to the conversation, please let me know!
⬐ If you thought I added value to the conversation, please let me know!
If and when they release adventures in the other settings, they will open up those settings on DMs Guild as well. They stated that several times and did exactly that with Ravenloft when Curse of Strahd came out. They are focusing attention on their current settings. When that list of current settings expands, what is available for DMs Guild authors should expand as well. They have been very open and clear about that all along.
We do bones, motherf***ker!
^^^This!!!!
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Having never played Eberron I'm not sure what was so mechanically different from normal D&D. I know that "Dragon Marks" or something was a thing, but from what I know of them there are already ways to mimic those using options found in the DMG. Also I think there's at least one Warforged UA that could easily make it into a normal D&D book at some point. So, what mechanically needs to be sorted out before people can scavenge enough stuff to run Eberron in 5e?
The differences are additive.
So to play Eberron in 5e, mainly you need the new additional mechanics rather than *different* mechanics. There's already been UA playtest versions of all of these except the Kalashtar race. Although they were pretty much a variant human geared towards psionics. Eberron embraced psionics (one of the guiding principles of the setting is that if it's in D&D - especially the current 3.5 edition of the time - then it's somewhere in Eberron), but also the psionics aspect was largely focused on a separate continent from the main focus. You could, in my opinion, have a psionic-free campaign and still be very much true to the Eberron feel (and I even say this as a die hard psionics fan). However, a campaign where warforged, artificers, and dragonmarks don't exist would feel like it's missing much more of the heart of Eberron.
So with the current UA playtest material, plus the DMs Guild earlier edition PDFs for story lore, you can very easily run a wide variety of Eberron campaigns. (Although having it all moved from "playtest" to "published in a nice book" would be fantastic.)
EDITED TO ADD: Just noticed that the UA playtest included Dragonmarks and Action Points, been too long since I looked at that. Revised my statements to reflect that.
We do bones, motherf***ker!
So I took a quick perusal of the Eberron Wikipedia page and here's what I see:
Setting Support:
Class Support:
Race Support:
I don't see a lot that can't be cobbled together, but then again, as a non-player of the setting there is probably stuff I'm missing. Then again, I'm not really seeing a lot from what's missing that would convince me to to purchased a stand-alone product. (Though I did briefly use the Kalashtar race for a character once back when they were in the 4th Ed character builder, so I guess technically I have used some Eberron material!)
Honestly I think that producing story lines/adventures is a better way to go, it makes it easy for new DM's to jump in and start running, but it in no way prohibits the experienced DM from tweaking, modifying, or gutting the product for the juicy nuggets that will be useful to their campaigns. Additionally there are already campaign setting books (often in multiple editions) for everyone's favorite campaign setting, and most of the time the most useful feature of a setting book is just the "lore" and that's rarely if ever edition specific.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
Races:
Mostly, though, the point is that between player and DM options, there is plenty in most settings to fill a "Guide To The Multiverse" with 2-4 settings info.
We do bones, motherf***ker!
Here are the facts:
Perkins loves Spelljammer
Mearls loves Thay
the D&D Multiverse is the official setting, (not FR)
Perkins has stated they are not interested in releasing setting material unless its in a new/original form, (e.g, Curse of Strahd).
That said, I have a library of setting books for Dark Sun, (4e unfortunately) Eberron (3e) and Forgotten Realms, (3e). The Forgotten Realms is the default publishing setting for the foreseeable future, from a marketing standpoint it makes good business sense to use one setting, and the FR is quantifiably their most profitable/recognizable brand, (and my favorite one). There have been 5 editions, and with each edition a campaign setting has been updated, it costs a lot of money to publish setting books, (and they are not as profitable as adventure modules). This time around I see WotC focusing on adventures, not settings because there is a TON of published setting material out there, (I know because I own a lot of it).
We know the movie will be set in the Forgotten Realms, and maybe this will be successful, (not holding my breath) this could launch more setting material updates.
Forever Dungeon Master & Queer Storyteller
I guess it's a good thing, that if you want setting books you'll have to buy the old ones and just use the fluff with your 5e game. I mean, just look at Sword Coast Adventurer's Guide, it got straight up copy/paste sections in it from previous editions.
I'd love getting full setting books, but if it's just gonna be a old book in a new cover with 1 or 2 Character Options and maybe 1 background. I might as well just get a secondhand book or buy the PDF on dmsguild.
For some people having a PC/Laptop/PDF viewing device might not be an option while playing a game. Also, without the campaign guide, the setting will die, regardless of whether or not the old stuff is online.
When you reach a point where Matt Mercer's Campaign setting is going to be more talked about and used than the Forgotten Realms, that is going to be an issue for D&D in general and could actually hurt future books that continue to focus on the Forgotten Realms.