01 – Introductions

The cast introduces themselves and discusses what defines Eberron as a setting, what it has to offer GMs, and what expectations players should have.

Outline

  • 00:00:00 – Introductions
  • 00:01:05 – Keith’s Background
  • 00:02:19 – Wayne’s Background
  • 00:03:22 – Scott’s Background
  • 00:04:32 – Kristian’s Background
  • 00:06:18 – Keith Wants to Do More with Eberron
  • 00:08:12 – Origins of Manifest Zone
  • 00:08:58 – Scope of the Show
  • 00:09:31 – Topic: What Makes Eberron Unique
  • 00:14:02 – The Design of Gnomes in Eberron
  • 00:16:27 – Exploring Real World Issues with Magic as Technology
  • 00:17:23 – Dragonmarked House, Magical Economy, and Corporate Power
  • 00:18:53 – Eberron as a Versatile, Cross-genre Setting
  • 00:20:22 – Keith’s ‘Lost’ Campaign Set in Lammania
  • 00:23:56 – Eberron as a Sandbox Setting
  • 00:28:17 – Inspiration vs. Canon and Metaplot
  • 00:33:27 – PCs As Most Powerful Characters in the Setting
  • 00:39:05 – What Eberron Is Not
  • 00:42:00 – Magic as Technology
  • 00:43:20 – Magic as Industry
  • 00:44:02 – Dragonmarks Are about Focus Items
  • 00:45:15 – What Is an Eberron Campaign?
  • 00:45:37 – Setting Player Expectations
  • 00:46:30 – Failure Can Be a Part of the Story
  • 00:49:21 – Moving among Cross-genre Stories
  • 00:53:57 – Fail Forward Mechanics [Beginning of Audio Glitches]
  • 00:55:37 – The GM Is a Story Facilitator, Not the Enemy
  • 00:58:29 – Closing

To subscribe¬†to Manifest Zone, visit¬†manifest.zone. (Yes, that’s the real URL.)

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