Eberron is a world of swashbuckling adventure and two-fisted action. Whether you’re a DM developing an adventure in the world or a player preparing to explore it, here are a few things to consider.
Exotic Locations.
Lightning rails, airships, and other forms of transportation can facilitate travel to exotic locations. Adventures could take you to the colossal ruins left behind by the giants of Xen’drik, the warped landscape of the Mournland, or the dark demiplanes within the underworld of Khyber. Even if you prefer to stay in a town, you could find yourself in the mile-high towers of Sharn… or the ancient goblin tunnels that lie beneath it.
What Are the Stakes?
What’s better than a battle on the deck of an airship? A battle on the deck of an airship that’s about to crash. Look for ways to raise the stakes of a scene, so players feel that every decision matters. This could be driven by the consequences of failure: through your actions, you’re protecting your friends, your house, or your nation. It could be about time: The alarm’s been triggered, and you only have six rounds before security arrives. Such things can even be incidental. Did you start a fight in an alley behind a bar? Now you notice the drunk ogre sleeping in the corner… if he wakes up, this could get ugly.
Player Characters Are Remarkable.
Eberron is a world in need of heroes. Lingering tensions of war remain. From the fanatics of the Emerald Claw and the mad cults of the Dragon Below to the flesh-warping daelkyr and ancient archfiends, Eberron faces many threats… and there’s no one out there to stop them. In Eberron, the gods are distant and don’t directly intervene. The Silver Flame is a divine force of light, but it can only act through mortal champions. The few powerful benevolent NPCs have limitations: the Keeper of the Flame loses her powers if she leaves her citadel. The mighty great druid is… well… a tree. Most of the powerful people in the setting are driven by selfish goals. If the Tarrasque comes to Sharn, there’s no one else to deal with the problem: the fate of the city is in your hands.
This is something to consider in developing your character and choosing your background. If you take the soldier background, you can be more than just a grunt. What did you do during the Last War? What was your greatest triumph or most tragic defeat? If you’re a spy, are you a prized agent or did you break loose from your organization after they pushed you too far? Don’t just think of your character as a set of numbers: even at 1st level, you’re remarkable.
Hero Points.
The heroes of pulp adventure are often able to overcome seemingly impossible odds. One way to reflect this is to use the optional hero points rule from chapter 9 of the Dungeon Master’s Guide. This is optional; hero points change the balance of the game and give player characters an opportunity to turn certain failure into success. It’s a way to make heroes feel largely than life, but it’s not a good match for every story.
Remarkable Villains.
One reason the world needs heroes is because it already has villains. It may be a long time before you’re ready to face the archlich Erandis Vol in battle. But part of the flavor of pulp adventure is to have recurring villains who are closely matched with the heroes — rivals who advance in power as you do. One way to create a compelling villain is for the DM and players develop the villain’s backstory together. As a DM, you might ask a player: When you fought in the Last War, Halas Martain served in your unit… until he betrayed you. What did he do, exactly? Likewise, even when a pulp villain appears to die, they can have their own remarkable escapes from death. Perhaps Halas had a ring that cast an illusion of his death while actually stabilizing him, or cast feather fall when he leapt from that tower in Sharn. Here as well, as a DM you could engage the players: It’s Halas Martain, all right. How do you think he survived your last encounter?
This isn’t something every group will enjoy, and you never want players to feel as though they can’t succeed. But for some groups, this sort of collaboration can produce a compelling story and a sense of investment in the world.
Optional Rule: Environmental Elements
A fight breaks out in The Cat & Biscuit. The gnome rogue leaps from the landing and swings across the room, passing over the heads of the surprised thugs to land in the perfect position for a sneak attack. The shifter barbarian strikes a mighty blow that knocks her enemy into the blazing hearth; the bandit shrieks as the flames spread to his clothes.
Combat can feel very mechanical. I move 10 feet. I make an attack roll. I use a reaction. One way for the DM to encourage more cinematic action is to present a list of Environmental Elements. In a tavern, this list could include Chandelier, Plate Glass Window, Roaring Fireplace, Tray of Drinks, Drunk Patron. If you’re fighting in an ancient tomb the list could be Pile of Gold Coins, Scattered Bones, Rotting Tapestry, Moss-Covered Statue. Each turn, a player can work one of these elements into their description of their action. The primary purpose of this is to give players ideas; interesting details to use while describing their actions. But if a player comes up with a particularly clever way to use an element, the DM could grant advantage on a check or attack roll, or some other benefit. The rogue needs to cross a room full of enemies and wants to swing on the chandelier? As the DM, I’d let them make a simple Dexterity (Acrobatics) check to avoid opportunity attacks, essentially getting a free Disengage action.
Environmental elements are always optional and largely cosmetic. As a DM, you don’t have to grant a bonus for every use of an element. But presenting a list can help players think of the location as more than just squares on a map and challenge them to add more cinematic flair to their actions.