Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Tell Me About EarthDawn.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 4197463" data-attributes="member: 40177"><p>See, Jhaelen, I disagree with much of what you said, but I'm happy you enjoyed the game more than we did.</p><p></p><p>When we started playing Earthdawn, it was near the end of our FASA phase. We were regular D&D players, and switched to DARK SUN D&D because it was a helluva lot cooler than plain old medieval D&D. We really liked weird fantasy.</p><p></p><p>We started getting into FASA games, mostly because we liked the way the products were laid out, and the focus on storytelling (with gamist rules). </p><p></p><p>When we picked up Earthdawn, though, the general complaint was that it was much like D&D in too many ways. Random ability score generation was one thing that really irked us, as we had always figured FASA games should follow the priority system (still one of my favourite CharGen mechanics). And we didn't like the class-based system at all - we figured either go completely class-less, or allow for more flexibility in character design, like AD&D.</p><p></p><p>(I should mention here that that statement isn't exactly true; both AD&D and Earthdawn were fairly limited in what the classes could actually do. In many ways, Earthdawn offered a wider variety of character archetypes then D&D, purely from a rules standpoint. But, I always found that a fighter in D&D could just as easily be an archer as a knight... in Earthdawn, it always seemed like one archer is much like another)</p><p></p><p>The innate magic of the setting was also something I was never able to grok - but then, our group always liked gritty, low-magic worlds. Really, I always thought magic should be an all or nothing affair. You're either a full wizard, or you can't use magic at all. And since all earthdawn characters were adepts of one sort or another... yeah, it didn't fit well.</p><p></p><p>I don't remember much about playing it. I do remember that there were only two players - my friend James and I. I was playing an archer (probably human), and James was a T'Skrang (think Lizardman) Swordsman (Swashbuckler?). Our first adventure involved some basic fights against zombies, and there was an evil nethermancer involved somehow. </p><p></p><p>I remember there being a lot of fiddly issues with talents (one of us totally dominated; I don't remember who), and once the nethermancer got involved, the GM got lost in the spell system. Spellcasting checks abounded; and they weren't relatively easy, as in Shadowrun. </p><p></p><p>When we played again, I tried to make a mage, and that's what killed the game for me.</p><p></p><p>That being said, there's some great things in this setting, and I'm tempted to pick up the second edition and the Earthdawn Companion (which has new disciplines, plus rules for playing disciplines, and I think it adds "Cleric" PCs). I think it could work for a mini-campaign... maybe. </p><p></p><p>As a plus, Earthdawn had the best art in the business at the time. Lots of full-colour inserts, and they were pretty nifty. And the feel of the world was very non-medieval, which was a plus for us. Like most of FASA's art, though, it hasn't aged well.</p></blockquote><p></p>
[QUOTE="Wik, post: 4197463, member: 40177"] See, Jhaelen, I disagree with much of what you said, but I'm happy you enjoyed the game more than we did. When we started playing Earthdawn, it was near the end of our FASA phase. We were regular D&D players, and switched to DARK SUN D&D because it was a helluva lot cooler than plain old medieval D&D. We really liked weird fantasy. We started getting into FASA games, mostly because we liked the way the products were laid out, and the focus on storytelling (with gamist rules). When we picked up Earthdawn, though, the general complaint was that it was much like D&D in too many ways. Random ability score generation was one thing that really irked us, as we had always figured FASA games should follow the priority system (still one of my favourite CharGen mechanics). And we didn't like the class-based system at all - we figured either go completely class-less, or allow for more flexibility in character design, like AD&D. (I should mention here that that statement isn't exactly true; both AD&D and Earthdawn were fairly limited in what the classes could actually do. In many ways, Earthdawn offered a wider variety of character archetypes then D&D, purely from a rules standpoint. But, I always found that a fighter in D&D could just as easily be an archer as a knight... in Earthdawn, it always seemed like one archer is much like another) The innate magic of the setting was also something I was never able to grok - but then, our group always liked gritty, low-magic worlds. Really, I always thought magic should be an all or nothing affair. You're either a full wizard, or you can't use magic at all. And since all earthdawn characters were adepts of one sort or another... yeah, it didn't fit well. I don't remember much about playing it. I do remember that there were only two players - my friend James and I. I was playing an archer (probably human), and James was a T'Skrang (think Lizardman) Swordsman (Swashbuckler?). Our first adventure involved some basic fights against zombies, and there was an evil nethermancer involved somehow. I remember there being a lot of fiddly issues with talents (one of us totally dominated; I don't remember who), and once the nethermancer got involved, the GM got lost in the spell system. Spellcasting checks abounded; and they weren't relatively easy, as in Shadowrun. When we played again, I tried to make a mage, and that's what killed the game for me. That being said, there's some great things in this setting, and I'm tempted to pick up the second edition and the Earthdawn Companion (which has new disciplines, plus rules for playing disciplines, and I think it adds "Cleric" PCs). I think it could work for a mini-campaign... maybe. As a plus, Earthdawn had the best art in the business at the time. Lots of full-colour inserts, and they were pretty nifty. And the feel of the world was very non-medieval, which was a plus for us. Like most of FASA's art, though, it hasn't aged well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tell Me About EarthDawn.
Top