Deadlands & Earthdawn

Yeah, I'm not a fan pbp pacing either to be honest, but I'm willing to give it the ol' college try for Earthdawn. :)

Regarding conversion, I'm more interested in converting the opposite direction of you. Instead of moving a different setting into Earthdawn rules, I've pondered moving the Earthdawn setting into 4e rules. I think the two would make a nice couple :) Of course, I like most of the mechanics in Earthdawn, but 4e is currently my system of mechanics of choice I guess. Redbrick is supposed to be working on 4e Earthdawn, but it's not fast enough for me :p

Of course, reality being what it is, I'm currently unconvinced I'd have time to run Earthdawn regardless of system :p


I know the feeling on the time, though earthdawn's step system will always be my mechanics of choice...

Oh well ;)
 

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Well, I've downloaded both of the previews mentioned here, and hope to go over them tonight. Who knows? I might be able to talk my DM into running both Deadlands and Earthdawn this summer.
 


I have to point out that Weird Science is best in the Classic version of the game - wonderful stuff. :) I also prefer the Huckster's magic in the original, it felt much more like a quick round of cards with the Devil when casting your spells.

The Auld Grump, unsurprisingly, those were my two favorite classes in the game....

If you intend to play any of the any of the arcane backgrounds classic is the only way to go. by simplifying the game they've managed to make it much less fun. Additionally, I've never found it all that fast or furious either.
 

What do you want to know about? :)

The fact that the source material is written like it exists in the game world?

Back in the day, I thought that was a touch irritating, but hearing about scribes leaving commentary in real world books made it make a lot of sense.

And just because Catalyst doesn't publish ED doesn't mean they don't sprinkle some stuff into Shadowrun. Some critters from ED have shown up in SR3/4, and fluff mentions things like a sky raider ship being found.

Brad
 

Earthdawn for the win

While I liked Deadlands (aka "Shadowrun 1889") I looooove Earthdawn.

Aside from a setting that is as "points of lights" as it gets, rife with Lovecraftian overtones, it is the richness of the system that makes my engineer's brain tingle and the way the mechanics are intertwined in core setting-based concepts makes my GM's heart warm.

Yes, the Step system is a bit odd to get used to but the key thing to me is that the Step number is the statistically likely result. Step 9 is most likely to result in a 9. Step 24 will most often result in a 24. No weird math to figure out how likely the rogue is going to hit or how much damage.

And, really, the step system is a basic pattern. Learn it once and count the steps up.

The spell system has many, many layers. At the simplest you have the thread weaving + spellcasting mechanic. That gives the ability to make spells slow to get off in a ritualistic fashion but with the advanced matrices and multi-weaving an advanced caster can sling the same spell in a round.

Then you add in the Named spells, blood oaths, group true patterns, spell matrix objects, blood charms, threads tied to creatures/places, karma and it gets very entertaining.

Thread items are a wonderful way to keep that demigod level artifact from turning a farmboy into a warlord. Between deeds and the need to make the weaving test for each thread rank, it may take four or five Circles before a character can fully activate a powerful item. The mechanism is far more internally coherent than the D&D4e approach.

That the system supports a more...earthy setting (Blood Magic isn't automatically evil) makes me happy. Most of history had religions that were far from sterile or antiseptic. I like to be able to have something a bit more anchored in realism without it automatically looking evil.

All in all, Earthdawn is a fantastic system with an intriguing setting.
 

I too am interested in playing Deadlands - motivated after watching Deadwood series.

I LOVE the idea of using playing cards and poker chips in the mechanics. I am still unclear on whether this is still the case. Is this only for 'Classic' or does Reloaded (or d20 for that matter) use them too?

C
 


I LOVE the idea of using playing cards and poker chips in the mechanics. I am still unclear on whether this is still the case. Is this only for 'Classic' or does Reloaded (or d20 for that matter) use them too?

C

Both Classic and Reloaded use playing cards (for initiative order) and poker chips (for negating wounds, activating really-special abilities, and minor plot-control). Which is both fun and immersing.
 

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