(Game currently in pre-progress)
Earthdawn was one of the games that started to crack open RPG design for me.
and
After finally opening myself to the world of OSR/NSR (henceforth “NSR”), I realized what is potentially a great little niche for me.
I did some initial interest-gauging (like the overall brand, there’s some-but-not-much interest) and have started to plot out a few hypothetical ways I could approach it. I’d like to post about it here because a) maybe someone here has some feedback and b) trying to blog gives me stress.
Initial Goals for NSRifying Earthdawn:
Earthdawn presents an interesting world and a complex and complicated system (from the same people that brought us Shadowrun), which is explicitly tied to the setting. I feel that the system has been a barrier to entry for many might-have-been players and GMs that may otherwise enjoy the setting and mechanical take on the classic gameplay style.
I would like to try my hand at applying the lessons I’ve learned from NSR designs to trim down and adapt Earthdawn to a more casually approachable form. I am not talking about making Earthdawn fit into an NSR form, but rather using the process NSR has used in adapting and updating older games and applying that to Earthdawn. I want the end result to be more Earthdawn-like than Earthdawn-lite, but still a smidge Earthdawn-lite. I want it to feel like playing Earthdawn.
That last part is important because Earthdawn has been adapted to a LOT of other systems. None of them have actually felt like playing Earthdawn (to me, anyway).
So, I’m working with the following bits of game system as crucial to the project:
-A Step System of dice for task resolution
-Disciplines, Circles, Talents, Spells and Threadweaving as the core player mechanics
–The above are both in-system and in-fiction
-Hybrid level- and non-level-based advancement via Legend Points
That’s really all I’m holding sacred right now. They might not all survive the design process.
The first bits I’m working on are some ideas around the Step System and trimming down the Disciplines to a more manageable number. My thoughts, such as they are at this moment, are below.
Step System
I really love the Cairn’s take of core resolution. Maybe I’ll try that out in a future iteration. For now, though, to keep things “feeling like Earthdawn,” I’m sticking with the old hat of rolling against a difficulty and having your own difficulty that other things roll against.
However, Earthdawn’s existing Step Systems can be a bit unwieldy. I want this to be easy for a player to glance at and figure out what to roll while a GM can just as easily glance and figure out how to set a difficulty.
So, this is my current hypothetical flow of steps
1: 1d4-1
2: 1d4
3: 1d6
4: 1d8
5: 1d10
6: 1d12
7: 1d12+1d4
8: 1d12+1d6
9: 1d12+1d8
10: 1d12+1d10
11: 2d12
12: 2d12+1d4
Etc.
I like this because the Step # can serve as a base difficulty number. The 1-die steps provide a 50% chance to roll over the step #. The 2-die steps a 62.5% chance. The 3-die steps a 70ish% chance (I still need to spend more time on the math). GMs can then add or subtract from the character Step # as they see fit for the challenge.
I’m still tinkering with other versions. So far, this is just the option I like best. It feels like Earthdawn, makes some sense (to me, right now, before anyone else has had a chance to point out the massive flaws I’ve likely overlooked), and creates an easy-to-eyeball situation for the GM.
Disciplines
There are too many Disciplines in Earthdawn for me to replicate in this game and, perhaps, not enough for each of them to do. I’m going to reduce them to 5 or 6.
The set I’m working with now is: Archer, Elementalist, Nethermancer, Swordmaster, Thief, Troubadour. I’m likely going to rename them because of reasons below, as well as the fact that these names never really did the trick of communicating the game’s thematic elements. Except, I love the name “Nethermancer.”
This set of 6 ignores major Discipline types, such as those concerned with air sailing, hanging out with animals, and blacksmithing. I like leaving these holes because
a) It makes less work for me to complete this project
b) I can steal from the other Disciplines to flesh out and reflavor the ones I’m keeping
c) People may think “Hey, he didn’t do it the way I’d do it! I’m gonna do it, but differently than he did!” and that would be good.
Approach/Things I’m Thinking About
Free: I want to give it away for free. I’d love to do the print-at-cost thing, but I’d need to fully and completely scrub it of all Earthdawn IP to get there.
Open: I want it to do the NSR thing and inspire other creators to build on it, remix it, create adventures for it, and do it all without worry of infringing on Earthdawn copyright. This one’s going to be hard. I want it to primarily be a game one can use to play Earthdawn, but also be not SO Earthdawn that there’s no room to breathe. Essentially, I want other creators to be able to make content for it or derived from it and be able to ask for money in exchange for what they’ve created. I’m still figuring this part out, because…
Beneficial to the IP: I want to help new people discover Earthdawn. I want this game’s existence to be a good thing for FASA employees. Ideally, I want people who wouldn’t have otherwise to now buy a new Earthdawn book or two as a result of their interest in this project. That’s very pie-in-the-sky. I’m not expecting to actually get there, neither am I expecting other creators to actually riff off what I do, but I want to proceed with those goals in sight and work in a way that is conducive to those ends.
I don’t think I’m going to get to achieve everything I want to achieve with it right now. That’s OK.
And so, I’m striking out on this journey. I don’t know if anyone here is familiar with Earthdawn, much less if there are any fans, but I welcome all feedback.
Let me know if this isn’t a good place for this. To me, it feels better here than anywhere else I’ve found. But if it’s out-of-place I can find a new home for this whole… this. My plan is to update this thread as I go, but I can do that elsewhere.
Note: the “Kaer” is central to the setting of Earthdawn. It’s low-hanging fruit and I couldn’t help myself. Yochai, just let me know if, for any reason (you don’t even need to explain why), you’d rather I not call it that.