History TabletopGame / Earthdawn

3rd Jan '18 1:05:46 AM Kalaong
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** SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."

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** * SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."
3rd Jan '18 1:05:31 AM Kalaong
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* JustifiedTrope: The entire RPGMechanicsVerse was specifically designed to justify traditional fantasy role playing tropes.
** DungeonBasedEconomy: Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached.
** CharacterLevel: Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this.
** ExperiencePoints: Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
** SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; All this makes Earthdawn perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."


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** SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."
** DungeonBasedEconomy: Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached.
** CharacterLevel: Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this.
** ExperiencePoints: Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
3rd Jan '18 1:03:36 AM Kalaong
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* JustifiedTrope: Every one of the RPGMechanics was specifically designed to justify traditional fantasy role playing tropes.

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* JustifiedTrope: Every one of the RPGMechanics The entire RPGMechanicsVerse was specifically designed to justify traditional fantasy role playing tropes.
3rd Jan '18 1:03:01 AM Kalaong
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* JustifiedTrope
** Many aspects of the setting seemed designed to justify the traditional fantasy role playing tropes. Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this. Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
** All this makes Earthdawn perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."

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* JustifiedTrope
** Many aspects
JustifiedTrope: Every one of the setting seemed RPGMechanics was specifically designed to justify the traditional fantasy role playing tropes. tropes.
**DungeonBasedEconomy:
Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. breached.
**CharacterLevel:
Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this. this.
**ExperiencePoints:
Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
** **SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; All this makes Earthdawn perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."
26th Dec '17 9:12:08 AM EveryOtherHandleIsTaken
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After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn the stereotypes on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.

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After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn [[StandardFantasySetting the stereotypes stereotypes]] on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.
21st Nov '17 5:19:12 PM Arivne
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* WeakenedByTheLight: In full sunlight or the equivalent ghoul Attack and Damage steps are at -2.

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* WeakenedByTheLight: In full sunlight or the equivalent equivalent, ghoul Attack and Damage steps are at -2.
21st Nov '17 5:16:44 PM Arivne
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** Some of the spells in this game are this; examples include Heat Food, Boil Water and Insect Repellant.

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** Some of the spells in this game are this; useful in ordinary life; examples include Heat Food, Boil Water and Insect Repellant.
21st Nov '17 5:15:56 PM Arivne
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* MultiarmedAndDangerous: The Horror named Hate had twelve arms and could make three attacks per combat round.

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* MultiarmedAndDangerous: The Horror named Hate had has twelve arms and could can make three attacks per combat round.
21st Nov '17 5:15:32 PM Arivne
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* MassTeleportation: The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.

to:

* MassTeleportation: The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's its ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.
21st Nov '17 5:11:46 PM Arivne
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* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points. Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).

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* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points [[ExperiencePoints Legend Points]] as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points. Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).
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http://tvtropes.org/pmwiki/article_history.php?article=TabletopGame.Earthdawn