About this episode
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 To subscribe to Manifest Zone , visit manifest.zone . (Yes, that’s the real URL.)