Postby Panda » Tue Aug 13, 2013 12:29 am
As you have noticed, there is a lot going on in Earthdawn. This is, without reservation, a good thing. However, it presents an intimidating front if attacked head on. My recommendation is to figure out what parts of the setting you are most passionate about. What gets you exciting and thinking of new awesome plots. You're going to almost certainly want to use that as your long-term plan.
Learning the mechanics of the game is going to be important. That seems silly to state outright, but they can be complex and may not be intuitive when first encountered. The game will build the complexity over time and the early Talents will form the core competencies of a given Discipline, but the selection of Talent Options can be fraught with peril if your players are unfamiliar with the system. It is also worth mention that while humans are typically the go-to race for new players in most fantasy games, this is as far from the truth as you can get in Earthdawn. They are complex and require a certain degree of system mastery to get the most out of them.
I've yet to experience a group that doesn't love Thread Items, and with good reason. They are a big draw to the setting. However, it's generally best not to introduce them until everyone can use them (4th Circle). Some groups house rule that magicians cannot weave permanent threads until 4th Circle.
When figuring out what to introduce your players to, see what setting elements appeal to you and your players the most. It seems like you want diplomacy to be a major feature of your game. A fair warning, your premise will require a fair amount of upfront assimilation of the setting. Built into the game is that all of the characters can come from a kaer that has just opened; learning and experiencing this new world together. It is definitely a fantastic way to show, rather than tell, them about the world. Given the cosmopolitan nature of Throal, they could easily earn those positions through their legends. Perhaps they could gain the support to explore the hinterlands, searching for lost kaers and knowledge.
If the characters are a part of the Diplomatic Corps, they will probably be well educated about Barsaive, perhaps even some lands beyond. If they have just emerged from a kaer, they will know nothing and you have clean slates to teach them. I personally prefer to hold back some of the more astounding pieces of the setting, like Blood Wood, Death's Sea, Crystal Raiders, etc.
Whatever isn't relevant to the story you are telling is a distraction. It's not much of an answer, but it is the best that there is. Most would probably consider everything outside of Barsaive a distraction, unless you are actively visiting it. Beyond that, feeling the need to cleave exactly to canon. Change whatever needs to be changed to make it the story you want to tell.
Hopefully there is something up there that can provide some assistance. Let me know if you have any questions, or whatnot.
Earthdawn Developer and I have a gaming , though, let's face it, it is really an Earthdawn blog which also happens to have some reviews.