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Earthdawn Player's Guide—3rd Edition

***** (based on 2 ratings)

Our Price: $19.99

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Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Namegiver races. It was an age of heroes, an age of fantastical deeds and mythical stories. It was the Age of Legend.

As the level of magic rose, so did the danger, luring Horrors from the depths of astral space—nightmare creatures devouring all life in their path. For four centuries, entire nations hid underground as the Horrors devastated their lands, a dark time that became known as the Scourge. A century ago, the people of Barsaive emerged from their sealed kaers and citadels. Trolls, dwarfs, elves, orks, and humans live side by side with exotic races: the lizardlike t'skrang, the small, winged windlings, and the earthen obsidimen. Fantastical creatures dwell once more in the forests and jungles. Arcane energies offer power to those willing to learn the ways of magic.

Now, bold heroes from across Barsaive band together to fight for life and freedom against the remaining Horrors and the oppressive Theran Empire, which seeks to bend the rebellious province again to its yoke. Through noble deeds and sacrifice, the heroes of the world forge Barsaive's future, arming themselves for their daunting task with powerful magical spells and treasures.

EARTHDAWN is a fantasy roleplaying game set in a world of high adventure, high magic, and terrible danger. The Earthdawn Player’s Guide takes player characters from the First to Eighth Circle in their Disciplines and contains everything you need for years of play, featuring revised game mechanics, including hundreds of spells, talents, and skills, and much more!

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Product Reviews (2)

Average product rating:

***** (based on 2 ratings)

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An RPG Resource Review

*****

A land rich and strange, revisited in this Third Edition with the expected revisions and improvements to the rule mechanics while keeping the flavour of the game. Earthdawn is, of course, equally about setting as it is about the ruleset used to play there; and the central focus remains on Barsaive, the rules being merely to make the game work while you're in that alternate reality.

The work opens with a Prologue, a short story called 'Inheritance' that recounts a party's adventures during which a notable axe was found, bringing a flavour of traditional fantasy with a specific twist: not any old fantasy but one set in Barsaive! Next is Chapter 1: Introduction, which lays out what is indeed so special about Barsaive. Once a flourishing, pleasant place to dwell it was spoiled by the arrival of the Horrors which brought darkness and ravaged the world whilst those who had lived in peace hid under the very earth. Hid for some 400 years until it was safe to return to the surface, but a surface much changed, and far more dangerous. From this, the discussion moves on to an explanation of what a role-playing game is, and explains that this book and the Gamemaster's Guide are all you really need for years of adventure... although naturally supplementary material is available to further enhance your game!

(most of the review cut as there's no room here: visit http://www.rpg-resource.org.uk if you wish to read it all...)

As you can see, there's a lot here. It well repays study however, if you are to get the most out of this rich and unique game, where setting and mechanics go hand-in-hand to empower you to create epic stories of legendary adventure. Mechanically, this is - although complex in places - a solid system which works well to engender the feel of a truly unique alternate reality, and shows the benefit of maturity, a tried and tested set of rules now in its third edition. About the only quibble is that I still need to read at least the Gamemaster's Guide (and preferably more) to get the full benefit... and that's hardly a complaint, I am enjoying it so far!


It's BACK baby!

*****

This newest edition is excellent! They ironed out some of the older problems with Earthdawn and brought the game back to the states!

It now features a Point buy Attribute creation, disciplines now have a single talent that can be chosen from a list at each circle.

Combat modifiers have been changed from step modifiers to static modifiers to facilitate faster game play.

The 4 core books bring together much of the out of print information from talent knacks & talent crises, to named named horrors & spell creation etc.



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