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