Ran a D&D game today. I love Eberron modules; half of them have a dungeon that wouldn't be out of place in a Zelda game. They run pretty fast on tabletop, which is impressive for something so complex. Party's blowing through the dungeon, but it's not as bad as when they beat a 4 act story on act 1, catching the convict and bringing him in by outsmarting the module writers.
Eberron is a world with a high powered infrastructure, but it uses it for mundane things like transport, not miracles and cataclysms, hence the major complaint of magic trains. But it makes sense; I understand the economic power of transport, why shouldn't mages more intelligent than me? Although, it's understandable in a world with huge deities bossing around the powers that they want huge things done with it. But that fits big, bright, and spectacular, not gritty pulp.
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Gambino quests:
423 out of 500 for blue seedkin bag
428/413/414 out of 500 for trout capes
1287 out of 3000 for tire shoes
34,644/75,000 hooks for rod - 46.192%
Gambino quests:
423 out of 500 for blue seedkin bag
428/413/414 out of 500 for trout capes
1287 out of 3000 for tire shoes
34,644/75,000 hooks for rod - 46.192%