Sounds interesting.
Anyone know more about redbrick limited? What's the quality of their material?
In a word, awesome. With the caveat that they are all done with the Print On Demand technology of Lulu.Com, which means that they are (a) slightly more expensive than other gaming books, and (b) it takes two weeks or so to arrive after you have ordered them, since they need to be printed first (it takes longer for hardcover books than for softcover books). Oh, and they are all in black & white only.
I recently bought the
Earthdawn Player's Companion together with some Fading Suns books, which is a massive, 524 page hardcover book, and it is done very well indeed. The
Earthdawn Gamemaster's Companion and
Nations of Barsaive, Volume One are also on order.
Is there reasonable hope for them to create supplements, specifically adventures to go with the new setting?
Odds are good, especially since they have published quite a few adventures for their existing lines (though some of these adventures might be PDF-only).
What I like about Earthdawn is that it justifies all those D&D tropes. I mean, the setting is supposed to be prehistoric Earth, yet it all still seems to work somehow:
- All those abandoned dungeons waiting to be plundered: They were settlements who hid from the horrors, but whose defenses have been breached by them. Now brave adventures descend on them, slay the terrible monsters within, and loot the treasure! And best of all, this is a
public service since the horrors are a threat to everyone.
- The way magic works actually explains
character classes - by following certain mystical archetypes (swordmaster, troubadour, illusionist, thief), you can build your own "legend", and the magic forces of the world reward you for this by giving you extra power (oh, and incidentally: If you have good PR and stories of your exploits spread,
you gain extra XP! I always thought that that was a nice touch...). This also justifies why characters not only gain all sorts of spectacular power, but also get more hit points - the magic makes their bodies more resilient.
I can see D&D 4E working very well for Earthdawn, as long as you don't insist on converting every Earthdawn talent. Just use existing classes, and make a note that
all class powers ultimately derive from magic...