This post is really only for a specific few people, but regardless, I feel it is necessary to type this up. So here are the reasons I don't like Eberron. I figured I'd write them out clearly and concisely so there would be no confusion. And yes, I know I haven't read the whole book back to front, but I have read enough of it to understand the concepts and principles behind this campaign world, and that is enough for me to give legitimate reasons as to why I am not a fan. (Also, I cited various sources and the page numbers, not because I'm trying to be funny, but because I want people to know I'm not just pulling stuff out of my ass.)
1. The world of Eberron tries to encompass too many concepts that are effectively just magic/fantasy versions of real life. Airships, lifts, and trains (Eberron Campaign Setting, 8), to name a few, are technological marvels that are simply powered by "magic" in the world of Eberron. Why don't I just go play d20 Modern, World of Darkness, or Shadowrun? (As a side note regarding my usage of the term "robot," I would just like to say that I still find nothing wrong about calling a warforged a robot. According to the American Heritage Dictionary, a robot is a "mechanical device that sometimes resembles a human and is capable of performing a variety of often complex human tasks on command or by being programmed in advance," or "a machine or device that operates automatically or by remote control." Now, as far as I know warforged very clearly fit this description as they were "built as mindless machines" (ECS, 20) and are humanoid shaped and have been programmed to do complex tasks, although they have a "single-minded focus." My point is, calling them "robots" is simply a generalization and is no different from calling Transformers "robots.")
2. (This slightly ties in with #1.) While I appreciate that Eberron is trying to make things more unique by changing things up from the classical D&D experience, I don't see how making a world that has all the modern conveniences that we're used to every day makes this world more unique or "cooler." What exactly is the point of having modern concepts in D&D, anyway? Are we suppose to have more dramatic role-playing? Are the characters and places suppose to be more unique and fantastic? Because quite honestly, there is plenty of both in any standard D&D campaign setting, such as Forgotten Realms or Greyhawk.
3. My attempts to search for what made Eberron so unique from other campaigns led me to this:
http://www.wizards.com/default.asp?x=dnd/eb/whatiseberron. Again, I ask, isn't any other campaign setting equally as "intriguing and mysterious"? Isn't Greyhawk "ancient, widespread magic?" Doesn't Forgotten Realms have "swashbuckling adventure?" As for the last one, I really don't even know what to make of that. But, sure, I guess Eberron has attitude.
Bottom line, I think Eberron does create a new world of D&D, but I feel that it isn't adding anything really that unique that doesn't already exist in other games and can easily be accomplished in any standard fantasy campaign setting.
Bottom, bottom line, I guess it all really just depends on how the DM shapes and creates the campaign world, because really one can change or mold the world into any way he/she wants.
Anyway, please feel free to leave comments, but this is my final stand on the matter. So no more long debates on AIM about this... lata