
The Game Design Round Table Season: RPG - Constructing Eberron with Keith Baker
Nov 25, 2025
Keith Baker, the legendary designer behind Eberron and the card game Gloom, shares his insights on world-building in this engaging conversation. He reveals the origins of Eberron and how its unique blend of pulp, noir, and magic-as-technology was born. The discussion dives into the design philosophy of player autonomy and narrative flexibility. Keith also touches on how different D&D editions have impacted Eberron, and offers advice for GMs on creating meaningful stakes and inviting player input to enhance storytelling.
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How Eberron Began
- Keith Baker entered Wizards' Fantasy Setting Search after leaving video games and sent eight one-page pitches.
- Eberron was the last pitch and won because it felt fun and blended pulp, noir, and a magical-industrial logic.
Magic-as-Technology Shapes Story
- Eberron's core is pulp/noir energy plus magic-as-technology shaping everyday life.
- Making magic systematic changes society, economy, and story types players can tell.
Design Rules That Create Roles
- Use system hooks to create playable fantasy roles like the artificer that interact with core rules.
- Design mechanics (item augments, item creation) so players can engage with the setting through meaningful choices.



