Earthdawn Survival Guide

Earthdawn Survival Guide

By Josh H & Dan BLeisureGames
Download on the App Store

Earthdawn Survival Guide episodes

  • EDSG Episode 24: Cavalryman

    * Cavalryman

    * Least played Discipline?

    * Primary issue with Cavalryman: Their mount.

    * Size and logistics when kaer diving.

    * Remember though, kaers can be big.

    * The Cavalryman is great world building.

    * Josh’s campaign wish list: Cavalry focused game.

    * Bond between rider and mount.

    * Pop culture references: Sparhawk and Faran, Phoebus and Achilles, Sleipnir

    * Karma Ritual

    * Important Attributes

    * Half Magic

    * Starting mount choices

    * Novice Discipline Talents

    * Charge Talent

    * Trick Riding

    * More Pop Culture References: Brisco County and Comet, Xena and Argo, Lone Ranger and Trigger

    * Mount enhancing talents.

    * Morgan has some alternate animal companion material on his blog: http://pandagaminggrove.blogspot.com/2020/04/earthdawn-4e-rules-variant-09-animal.html

    * Novice Talent Options

    * Where you define the rider’s style.

    * Blood Share

    * Journeyman Discipline Talents

    * Wheeling Attack

    * Wheeling Defense

    * A brief aside about Defense bonuses

    * Lots of mounted versions of other talents

    * Journeyman Talent Options

    * Mounted archery

    * Spirit Mount

    * Cool Discipline, it’s a shame the obstacles hinder them appearing more as PCs

    * Strength of the windling cavalryman

    * Mounted combat primer page 397 of Player’s Guide


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 1 min
  • EDSG Episode 23: Parlainth, Weapons and Armor

    * Parlainth

    * Important in what it represents

    * Review of Parlainth’s History

    * Haven: An adventuring boom town

    * Original boxed set available in PDF

    * A full campaign setting on its own

    * Lots of room for GMs to place their stuff

    * Not fully mapped out on purpose

    * The Map Wall

    * Immersive in-character inserts and bits

    * Laneways and Screaming Fountain

    * 8-episode In depth podcast series from Live From Barsaive

    * https://lavamonkeygames.com/livefrombarsaive/

    * Geographic Overview of the City.

    * Legends of Barsaive adventure series

    * Classic Adventures

    * Not just a high-Circle area, but be careful about danger level.

    * Dan describes his group’s arrival at Parlainth.

    * Use personalities and factions in Haven to drive adventures.

    * Old-school dungeon crawl mega-setting… with an Earthdawn twist.

    * Research and investigation are important. Lack of caution gets you killed.

    * Strong reinforcement of Earthdawn’s theme of forgotten past.

    * New Topic: Weapons and Armor

    * “Living” Armors

    * Magic weapon and armor discussion will be a later episode

    * Armor doesn’t change your Defense Rating, it reduces damage dealt.

    * Armor Defeating Hits and why they changed.

    * Shields increase Defense Rating not Armor Rating.

    * Earthdawn doesn’t have hit locations by default.

    * We talk about hit locations a bit anyway.

    * Third Edition’s Parry versus Avoid Blow.

    * Josh is a fan of narrative differences rather than redundant mechanics.

    * Shattering a shield.

    * Weapons: No notable changes to basic stats

    * Josh admits he didn’t look at them clearly.

    * Quarterstaff discussion.

    * The illusion of weapon variety and granularity.

    * Weird armors and more variety.

    * Not getting into bows and crossbows again.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 4 min
  • EDSG Episode 22: Email and Horrors

    * Email from Brian: PDF tools - Nitro PDF Reader

    * https://www.gonitro.com/pdf-reader

    * Email from Rob: Renaming the Weaponsmith?

    * Putting best practices and advice for online play in the guides?

    * Recording an actual-play session to complement the books?

    * Coming soon: An Earthdawn one-shot with the folks from The Critshow

    * How do new Disciplines come to be?

    * Email from Aaron: What sourcebooks are must haves?

    * Tips for keeping players focused on the game?

    * How to find players online?

    * The Horrors!

    * Lovecraftian… but not really.

    * A chance to bring in weirdness - outside typical ecologies

    * Physically threatening and possible to wipe PCs.

    * Should also be emotionally and mentally threatening.

    * It can be difficult to have some Horrors affect a player character directly.

    * It’s okay to run some Horrors as bizarre, physically powerful enemies.

    * Resources and advice on managing mood and horror-genre conceits in RPGs

    * FATE Horror Toolkit

    * Nightmares of Mine

    * Unknown Armies

    * Delta Green

    * World/Chronicles of Darkness (especially Changeling: The Lost)

    * Danse Macabre by Stephen King

    * Horrors Sourcebook

    * Call of Cthulhu

    * H.P. Lovecraft

    * Edgar Allen Poe

    * Clive Barker

    * Effects of the Horrors on the world and setting.

    * Gauging difficulty of an encounter in the ED4 GM Guide

    * Horror Karma as a spice, not a main ingredient.

    * Story arc and campaign-level adversaries.

    * Horrors in published adventures

    * Favorite Horrors

    * Movie Recs: Event Horizon, In the Mouth of Madness, Hellraiser

    * Kickstarter for Iopos: Lair of Deceit


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 8 min
  • EDSG Episode 21: Warriors

    * Episode Twenty-One!

    * The Warrior Discipline

    * Soldier, mercenary, “the fighting’ guy”

    * Important Attributes Dexterity Strength and Toughness

    * Can fight unarmed but not their strongest role

    * Karma Ritual

    * Elements of wuxia, martial artist flavor

    * Remember the mystical and philosophical resonance required to be an adept

    * Winning the battle doesn’t always mean killing the enemy

    * Half-magic

    * High Durability means lots of health

    * Novice Discipline Talents

    * Tiger Spring on its own does not allow Karma on Initiative

    * Waterfall Slam increases ability to knock down an opponent

    * Novice Talent Options

    * Opportunity to define your character’s fighting style

    * Shield Bash is a damage test

    * Missile Weapons and Unarmed Combat as options

    * Journeyman ability Battle Rites

    * Journeyman Discipline Talents

    * Journeyman Talent Options

    * Make your Warrior stand out by taking options in line with their personality and style

    * Warriors can offer tactical choices that can offer a surprising complexity

    * The flash of a Warrior is not performative

    * Lots of room to define style and character

    * Watch out for strain and manage your resources

    * Pop Culture: Gladiator, Conan, Xena, Thirteenth Warrior, Vikings

    * There’s almost always room for a Warrior

    * Don’t forget the Iopos: Lair of Deceit Kickstarter!


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 6 min
  • EDSG Episode 20: Email, Adventures and Campaigns, and Humans

    * Iopos: Lair of Deceit Kickstarter is live!

    * Email from Brandon (and his character): More scenarios?

    * Legends of Barsaive production schedule

    * PDFs and e-products?

    * The first adventure.

    * How long should a first adventure be?

    * Newer players might need a strong goal or focus to avoid floundering.

    * Highlight or incorporate Earthdawn’s different and distinctive aspects.

    * Places to get inspiration for low prep adventure seeds.

    * How long should a campaign be? As long as it needs to.

    * The advantages of long-term play in Earthdawn.

    * Humans!

    * Earthdawn is one of the earliest games that gave something to humans - Versatility.

    * Versatility can pose balance problems in dedicated hands.

    * Humans don’t have a dominant culture like dwarfs or t’skrang.

    * Discussion of various human sub-groups.

    * Good examples of how to make humans distinct and interesting.

    * Flexible and adaptable.

    * A mechanical drawback of Versatility

    * The Journeyman adept and Morphism

    * Average attributes, slight karma advantage


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 4 min
  • EDSG Episode 19: Beastmaster

    * Beastmasters in Depth

    * Josh often uses them as pre-mades in his demo games!

    * A “pet class” that can revolve around animal companions.

    * Potential for added complexity and breaking the action economy.

    * Inspired at least in part by the eponymous Beastmaster, Dar from film and TV.

    * Animal companions are independent characters. While the player may roll dice and generally guide their actions, the GM should have veto authority.

    * Object lesson in animal companion problems: Josh’s wife got a dyre!

    * Karma Ritual and Important Attributes

    * Both urban and wilderness, but still trend “feral”.

    * Half-Magic

    * No free talent, higher Durability.

    * Novice Discipline talents.

    * Unarmed Combat and Claw Shape is their combat style.

    * Reason for the +3 bonus to Claw Shape.

    * The awkward status of Dominate Beast.

    * A character’s Discipline should inform the Narrative expression of their talents.

    * Novice talent options.

    * The weaknesses of animal companions in earlier editions.

    * There is lots of conceptual space for the Beastmaster.

    * Pet talents are options to avoid forcing people to take pets if they don’t want.

    * Lots of unique and flavorful options, possible to swap Discipline talents for options.

    * Enhance Animal Companion as a way of addressing previously mentioned weaknesses.

    * Sidebar: Not everything is about animal companion combat prowess!

    * Journeyman special ability: Cat’s Grace

    * Journeyman Discipline Talents

    * Animal Talk is a Journeyman talent?

    * Claw Frenzy buzzsaw of death.

    * Journeyman talent options.

    * More pet talents as options.

    * Beastmasters have higher Charisma, but aren’t really a social Discipline; they lack talents to support it.

    * Animals don’t deal with artifice, white lies, and social lubrication.

    * Beastmasters often take after animals and are blunt and forthright.

    * Special and iconic in the world of Earthdawn.

    * Decent fighters, but lack as many combat support talents as Warriors or Swordmaster.

    * GM advice: Beastmasters often don’t need magic weapons, but armor and defensive items are valued.

    * GM advice: Think of ways to leverage animals and the information that can provide to put the spotlight on the Beastmaster.

    * GM advice: Reskin the stat block for one animal to make others.

    * Cave crabs are NOT suitable animal companions.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 12 min
  • EDSG Episode 18: Questions and a dive into Throal

    * Email from Ste: What else might have been lost because of the Scourge?

    * A brief word about canon “Inspiration, not dictation.”

    * Differences in the racial population distribution of Barsaive before the Scourge?

    * What culture lost the most and has the most to regain?

    * Steel Thought use against blindside or surprise attacks?

    * Email from Sebastian: Did the dwarfs of Throal intentionally create a world where everybody is good at something?

    * Email from Ted: Does the Disarm Trap talent work against magical traps?

    * Places Primer: The Kingdom of Throal

    * The massive, mile-across Gates

    * The Grand Bazaar: Barsaive’s mega-mall.

    * Halls of Throal: Moria, not a mine

    * Twisting, difficult to navigate, cross-passages between major halls.

    * Three different neighborhoods: Dahnat, Wedshel, Estates.

    * Inner Chambers: Heart of the Kingdom

    * Inner Cities: Conflict between the old and new.

    * Crysttal Greenhouses and Mines

    * Bright colors, decoration to liven up plain stone.

    * One word: Pungent!

    * Trade guilds. Mucker’s Guild.

    * Coinage

    * Almost any game in Barsaive will involve Throal in some capacity.

    * For more detail, check out the phenomenal Throal sourcebook!

    * Coming soon: Patterns — send your questions!


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 2 min
  • EDSG Episode 17: Apologia, Emails, Patterns, and Threads

    * An apology and some useful context.

    * Email from Matthew: Pronunciation of Floranuus

    * What’s up with the dwarfs of Scytha?

    * Anything from LRG’s Barsaive in Chaos that was left?

    * Discussion of Vivane’s fate in Second versus Fourth Edition

    * News about the Iopos book?

    * Email from Arran: Why the change to multi-Discipline cost from first edition?

    * Josh goes on quite a bit about that one.

    * Magic Theory: Threads and patterns.

    * Thread as “basic unit” of energy that can be used to add magical power to something.

    * Patterns made up of threads and reflect the astral or magical nature of things.

    * Unique people, places, and things have a True Pattern.

    * With appropriate knowledge, you can tap into the power of a True Pattern.

    * Group True Patterns.

    * Other pattern magic and pattern items.

    * Pattern items as story maguffin rather than a long-term source of power.

    * You cannot weave threads to your own pattern items for power.

    * There is room for weirdness with patterns and threads.

    * If you have questions, please send questions!


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 2 min
  • EDSG Episode 16: Weaponsmith

    * Weaponsmiths!

    * We will avoid the weeds of Forge Weapon

    * Dan’s first character was a Weaponsmith.

    * Fills the narrative niche of craftsman or smith, and makes it a playable role.

    * Crafting systems can be a thing.

    * Downtime and a brief aside on Josh’s campaign calendar.

    * Karma Ritual

    * Half-Magic Ability

    * Free Talent: Craftsman

    * Novice Tier Discipline Talents

    * A historical retrospective on Weapon History

    * Social character, community leader or respected individual.

    * Novice Talent Options

    * Support and defense are important concepts.

    * Solid, dependable, resilient.

    * Journeyman Abilities and Discipline Talents

    * Forge Armor as a counter to Forge Weapon

    * Spot Armor Flaw (and Josh gets it wrong at first)

    * Journeyman Talent Options

    * Continuing the themes of defense, support, and social ability.

    * Weaponsmiths are likely to be one of the most common adepts normal folk will interact with.

    * The way a Weaponsmith’s social ability manifests would be different from a Troubadour or other social character.

    * Perception, Charisma and Willpower are important. Dexterity for more combat angled Weaponsmiths.

    * Depending on group make-up, can be good front man or party face, or a second to the group leader.

    * GMs, if there is a Weaponsmith player character, make sure you allow for downtime!

    * Once again: Defense and support.

    * Subtle and long-term power, not flashy.

    * A sidebar about role overlap and how optional talents allow play areas to be covered.

    * And we didn’t even get into enchanting!


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 19 min
  • EDSG Episode 15: E-mails and Tails

    * Email question from Ste: Immortal elves?

    * Email questions from Joel: Resizing of magic items?

    * Bluff talent? (With an extensive sidebar about social mechanics)

    * Crushing Blow versus Down Strike?

    * How to help other Disciplines be more than window dressing in combat?

    * What tests do modifiers apply to?

    * Super Secret Project?

    * What thing not yet updated do you want to bring back? What don’t you want back?

    * More Paths? Adept’s Journey as a series?

    * Named Horrors?

    * T’skrang!

    * They’re awesome, enough said!

    * …

    * …okay, let’s say some more.

    * Iconic, exotic race that stands out and is definitively Earthdawn.

    * Communal, semi-aquatic matriarchal society.

    * Outgoing, gregarious swashbucklers.

    * Oviparous, males perform nursing duties of hatchlings.

    * Born without an obvious biological gender.

    * Incredibly varied appearance.

    * Tails!

    * K’stuulami or flying squirrel t’skrang.

    * Surviving the Scourge through hibernation.

    * Incredibly rich and well-considered race.

    * A few words of praise for the Serpent River sourcebook.

    * Numbers-wise, well suited to nearly anything.

    * To repeat, t’skrang are awesome.


    Find and Follow:

    YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

    Twitter: @EDSGPodcast

    Josh on Twitter: @LoreMerchant

    Dan on Twitter: @boice_voice

    Get product information, developer blogs, and more at www.fasagames.com

    FASA Games on Facebook: https://www.facebook.com/fasagamesinc

    FASA Games Discord Channel: https://discord.gg/uuVwS9u

    Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

    Earthdawn West Marches: https://discord.gg/hhHDtXW

    1 hr 11 min

About Earthdawn Survival Guide

From the publisher's feed

A semi-official podcast dedicated to the Earthdawn role-playing game, hosted by Dan Boice and Earthdawn developer Josh Harrison.

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