Earthdawn 3e: Character Generation
At the last session with my group, we came up with character concepts and had decided to do the actual generation this week. I wanted to get it taken care on my end prior, so that I could both familiarize myself with the changes to 3e character generation enough to answer questions and be available to do so instead of needing to work on my own character. So earlier last week I finished up my human warrior.
If you're like me, one of your initial reactions to that last sentence is "a race and a discipline isn't a character concept," and you'd be right. However, for this post I want to specifically talk about some of the changes to Earthdawn from a character generation standpoint. So while a character back-story and personality are crucial to a good character, they're going to be outside the scope of this discussion.
Earthdawn – Savaged: Season 1

A month or so ago my Earthdawn: Savaged campaign wound up to a close. The early summer/late fall months brought a rash of player absences and missed sessions which seemed to sap everyone's motivation. So although I very much enjoyed returning to the Earthdawn world our game ended rather anticlimactically.
At least I was able to do the experimentation with Savage Worlds that I wanted to. I learned a number of valuable lessons about the system from behind the GM's screen. I plan on going into more detail about what modifications I plan on making to Savage Worlds in a short series of articles but I wanted to take this opportunity to summarize our campaign and my thoughts on it.
Our small group consisted of a few adepts who had banded together in defense of a Rex, a small village in the hinterlands north of Bartertown, and forged their group in tribute to the dwarven weaponsmith who had brought them together and gave his life in defense of the innocent. Thus The Hounds of Askari were born.
Earthdawn – The Legend Begins

Session 1 - March 30th, 2008
GM: Dave
Players: Luke, Chad, Dan, Josh, Pat
The scene opened on the town or Rex, a battered and broken village in the hinterlands of Barsaive. The townspeople had fought a daily struggle to eek a meager living out of the dried and broken land, and just as their efforts began to pay off they became the target of a band of ork scorchers. Frequent raids kept the town on the brink of collapse but the orks were smart enough to always leave the town in good enough shape that it could recover... and be raided all over again.
Rex's headwoman, an elf by the name of Emberica, was finally fed up with the cycle of destruction and called in some old favors which led Askari, a dwarven weaponsmith, to bring his small band of adepts to aid the town. The orks were not expecting any resistance, let alone a band of adepts, and a cunning trap sealed their doom. However they were not go quietly. Many good townsfolk lost their lives in the orks' death rage, as did Askari himself.
Earthdawn: Savaged
I've finally made my return to Gamemastering, kicking off a new campaign with my gaming group at the end of March. This time around I went for my long-time favorite: Earthdawn. Now that we've gotten a couple of sessions under our collective belt we're settling into the swing of things.
Although I've turned to the familiar setting of Barsiave for this game I've decided to try a few new things as well, the first of which was converting this fantastic game to a system more suitable to my players.
Deadlands – The Ballad of Chuck and Daniel

We had last left the posse down one Ranger and up one mad scientist and one Harrowed guide after it was revealed a former companion was actually a skinwalker in disguise. With their new guide in tow the Rangers set off from Redrock investigate the manor where Sen. Grissom was last seen.
Located half a day's ride from Redrock, the mansion was secluded from the main cattle trails by a smaller nearly overgrown path. The trip was uneventful other than the weather turning south as the posse approached the manor. They hoped to take shelter within from the storm while they looked around but unfortunately would find the dilapidated residence less uninhabited - and far less safe - than they had expected.
Deadlands – Welcome to the Weird West
With the death of Manaburst our group has moved on to Deadlands, the Weird West roleplaying game. After two sessions I think it's fair to say we've gotten back into the groove and are set to have an great campaign. I think that Luke might have some early-campaign jitters up in the GM's chair but everyone else seems to be having a great time.
The first session took place January 20th and started out with three young Texas Rangers being called in from their field work assignments to meet with a ranger that had trained each of them at some point in the past, Elijah Peterson, in Redrock, Arizona, a small town just off the rail line. With the recent escalation of the Great Rail Wars the posse-to-be had expected to be assigned to assist the Dixie Rails but they soon found they were in for something completely different.
Manaburst Actual Play, Session 3 (Final Session)
On the 16th of December we had what wound up being our last game of Manaburst. It wasn't intended as such at the time but between holiday scheduling and the fact that the system and/or world wasn't working for most of the players we recently decided to call the game.The session it self did answer a small number of questions but also raised many more. It's revealed all of the constructs around the palace were apparently going through the motions of their jobs but not doing any real work - chefs cutting at empty cutting boards or servants carrying empty trays around. After the guards are dealt with the servant the group was following leads us to what appear to be the royal apartments. In four separate suits were what appeared to be the royal family, each tucked into their beds but clearly long dead.
A more thorough investigation followed and turned up some minor clues but nothing definitive. However we did eventually find the throne room and the king- and queen-bots located there. After talking to them (they were the first constructs to actually speak to us other than Failure) Failure tried to machine meld with the king and found what appeared to be a prison for the king's consciousness, soul, or something of the like. He tried to break down the prison to free the king but that only succeeded in destroying the construct and suddenly all of the constructs turned aggressive.
We made a fighting retreat through a hidden passage in the throne room and escaped through the sewers, eventually making it out of the palace grounds. The game was called with the intent to pick back up heading to one of the nearby towns we found out about while investigating, though that won't happen now.
It was an unsatisfying conclusion to the campaign, but moving on was probably a good idea. The system didn't gel right for most of the players and some of them felt the setting was a little to over the top. But Manaburst was meant as an experiment to see how well the Everway-style worked for us and we found out it didn't. It was just too ambiguous for us and strayed a bit too far from traditional task resolution systems. But now we know and can tailor future games around that.
Manaburst Actual Play, Session 2
Session Date: 12/02/2007
Gamemaster: Prorpger
First, a few notes. My fiancee wound up coming down with a migraine on game night so we did a minor ret-con. Instead of NPCing her character, we just decided that she hadn't appeared on the weird sphere with the rest of us. Also Luke, who directed the rock opera known as Renegade Horizon, was able to sit in for a session so he and Chad came up with a character concept real quick ahead of time. Presto change-o, start session 2.
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After the initial shock passes the players all head in different directions and when they meet on the far side of the sphere a few minutes later confirm that it was in fact as small as they had initially though. However on the far side they do find an odd mechanical device, completely out of place in this hand-drawn world.
Manaburst Actual Play, Session 1
Session Date: 11/18/2007
Gamemaster: Proprger
On Sunday, November 18th, we had our second session of Manaburst. I've decided to split up the commentary and actual play content into separate posts. This will be the first Actual Play post of the campaign.
The game opened with Feral arriving in the city of Frostmourn - the sphere's namesake - on a wagon she had hitched a ride on. Unlike the other settlements in the sphere which barely qualified as villages Frostmourn itself was a large walled city far larger than any other she had been to. After being dropped off a the gate Feral began exploring the city in search of the caravan heading off-world she was supposed to join.
As Feral wandered through the city, the world froze around her. The crowded streets were suddenly still and even the birds above had paused mid-flight. Although she recognized the onset of one of her prophetic visions, Feral was surprised with the speed at which this one had come on. As the color quickly drained from the world she unconsciously held her breath as she waited to see what her vision would show her.
Earthdawn: First Dawn, Session 1
We finally had a chance to start First Dawn, the Earthdawn campaign that I'm running, this last Sunday. After talking to the players, we decided to start this campaign a little differently than our normal style. I wanted the characters to be more powerful than starting Adepts to rationalize their choice to be leaving their Kaer, but not all of the players were familiar enough with the game system to make more advanced characters without a lot of help. So to speed character generation and to help build a more cohesive group, we met a couple weeks before our first actual game session for a character generation session where the players would design their characters and personalities and I would take those and create stats later.
After giving the group the rundown of life in the Kaer and the different races and disciplines that they might have to choose from, everyone came up with their general character concepts. From there we began fleshing out backgrounds and motivations, tying the characters together while at the same time developing the Kaer where the game would start. Before the character generation session I had known what sort of overarching plot I wanted for the campaign, but I hadn't imagined that the players would hand me the perfect vehicle to make it personal for them during character generation.
