Let me unpack that statement. The most interesting parts of Eberron, in my opinion, are its history and its politics. Both of these things, however, tend to get jettisoned or at least de-emphasized in the typical campaign. This is made hard to avoid by the very nature of D&D; when you're filling out a character sheet which focuses mainly on fighting, it's reasonable to expect that you're going to do mainly fighting.
I want to invert this expectation, and let people attempt intrigue and inquiry rather than expeditions to Xen'drik. There's a place in Eberron for swashbuckling and treasure-hunting; indeed, campaigns based on these can easily thrive. There's also a place for film noir and murder mysteries, and gritty campaigns also work well in Eberron.
What I'm saying, then, is that I don't really want to run a campaign, which is inevitably forced to subjugate digressions to the needs of the overplot, however epic. I want to explore those digressions and details.
I want interesting characters; I also want interesting players. I want characters who have goals; I want players who have the motivation to create new goals once the first set have been met. I want characters who aren't centered around combat (perhaps characters who have never fought; I want players who are interested in things beyond killing and looting. I want characters who inhabit the world around them; I want players who want to explore and create every last detail of that world. And I want it in Eberron.
Now, this is a planning thread, so I have some questions, beyond merely soliciting interest.
The campaign will start on the evening of Zor, Olarune 19th, 994 YK. All of the PCs will be in Metrol, though they won't necessarily know each other. When the Day of Mourning begins, all of the PCs will be temporarily thrown together to work to escape--and that will be my first and last act of railroading for the whole game. I don't much care if the PCs stick together after that--it's probable that at least a couple will, but I fully expect everyone to pursue their own agenda.
The first set of questions, then, concerns what happens afterward. Do I let the players roleplay everything, starting at mere survival? Or do I fast-forward through the beginning of the process? If so, when do I fast-forward to? The 11th of Aryth in 996 YK, when the Treaty of Thronehold was signed? Or the 1st of Zarantyr in 998 YK, the day on which the campaign setting officially commences? And if I fast-forward, do I exercise one final bit of railroading and make everyone come together again on that day?
The second set of questions concerns mechanics. I'm sorely tempted to go diceless; it would put the emphasis on roleplaying where it belongs. Of course, I'd be abandoning any sense of game balance, though that may not be a bad thing. And I don't know how much interest there is in diceless roleplaying on this site. The other option would be to go with D&D 3.5--I have nothing against 4e in general but all of the Eberron books thus far are written for it, including all the prestige classes; also, 3.5 gives PCs the same mechanical grounding as NPCs, which I want to emphasize for this game. A third option would be to go with GURPS, which most definitely does not focus on combat--I'm worried, though, about the overlap between people who know Eberron and people willing to give GURPS a try, and I definitely want to attract the former type. Opinions?