I personally think that the FATE rules are okay, but for long term play i would prefer something which has more under its belly - its not that I don't like the Earthdawn rules, I am also very familiar with them, as I learned them inside out.
I just took FATE as an example of a modern system, which is narratively driven, and not aimed to be a combat simulator.
Even when you say, the player can use shortcuts in the rulebook, to mark the interesting pages she has to reread. Once you reach 5th circle, the options are quiet a lot. What is, when your character dies, you have to learn a whole bunch of new options, which may be slightly differently working as your character before, assuming you change your class for your new character.
Yes, i took the example for Air Dance from the 3rd Editon. (It was called like that in 1st, 2nd as well, just the first talent entry from the list.)
I made those short rules summary for new players, i actually created a card game for the Earthdawn Universe, which can be used as a plot /story generator. I know it took me like 6 Weeks to create it in my spare time. It works somewhat similar to the "Once upon a time" card game, i just replaced the characters with T'skrang, obsidimen, dwarfs and the objectives with something more dramatic, and with emotion cards, so you could invent a quick Earthdawn coloured story, even when you don't know the system in depth. I did it for my new players, to involve them more, and give them something at hand, so they doesn't struggle so much, when I ask them to tell a story about their characters live. I actually wanted to have a player driven game, instead of an objective driven game.
I am just saying that with accessibility the playability of the system would improve quiet a lot. I am happy to hear that the character generator is already in development supporting cards for spells and talents.
I know that the Steps are essentially the average number of the dice rolled. So a D6 , is on average a 3.5 as result. Rounded Up its 4. So Step 10 is: D10 + D6, as the average from a D10 is 5,5, rounded up is 6.
To derive it, it just had to do a little math. (I didnt doube check it, but its how i remember it.) But there are faster systems around now. Dont get me wrong i love exploding dice ! Its a cool mechanic.
What i especially like nowadays are systems with Symbols. Descent board game has such a system or the Edge of the Empire system. Essentially its a pool system, where you factor in positive and negative aspects of the tested result, and improve your dice pool with the expertise you have in the field. Its a very slick and narrative system they invented.
It also allows unforeseen things to happen when the Triumph symbol is rolled.
I don't say copy that system, I just say - make the Earthdawn system more accessible to the end users, as you compete with such systems as the ones I mentioned.
The Earthdawn mythos is very strong, in my opinion its stronger as any other fantasy world around - everyone i know speaks very positive of it, and i know that there are two metal bands who directly sing about Barsaive.
There are no Metal Bands i know, that sing for the Forgotten Realms.
In my opinion, what should be right at hand, and possible without consulting the rulebook is:
1. Talents
2. Spells
3. Combat Rules
4. Recovery Rules
5. Shopping & Poisons /Services (renting a house, renting a caravan, air travel , buying food in a tavern.)
6. Item Cards for Magic Items
Especially here where a magic item isn't just a +1 sword, its Kegels Sword:
http://pandagaminggrove.blogspot.de/201 ... em-11.htmlSo when you need to reference it, its quiet a lot of documentation, for just one item.