Creating Villages
Posted: Thu Jul 05, 2018 7:07 pm
Hey all,
So I'm sure over the next few weeks and months I'll be asking a lot of questions, as it's time to delve into Earthdawn 4E for the first time with a group of friends. Real quick background before getting to the question itself, I won't mind if you skip ahead:
I've always had a spot for Earthdawn. It was THE first tabletop RPG I ever played back in middle school (Earthdawn First Edition, FYI) back in like . . . '96 or '97. Granted, our DM (named Shawn) made up half the rules and such to the point that when I bought the book myself and discovered these rule changes, we dubbed his game 'Earthshawn'. Though I've moved around to many RPGs (Pathfinder and D&D, of course), Earthdawn was always my first love.
Throughout the decades since (I can say that! Holy hell!) I've always tried to get Earthdawn games going, but they're always rough, particularly since the world is so unique and concepts somewhat foreign from 'regular' RPGs. Because of this I've always kind of . . . half-assed my Earthdawn campaigns, coming up with concepts I think would be interesting, but not really 'true' to the world.
I finally buckled down and read the Earthdawn books (The Longing Ring, Mother Speaks, and Poisoned Memories. I'll be reading the rest in due time) and the universe makes a WHOLE lot more sense to me. Things I never thought about or considered are now clearer to me.
So, here I am again getting an Earthdawn campaign ready that I feel will be a good one and explore truly what Earthdawn is about and the world being more accurate. I think I understand the world a lot more now and I'm ready to put that to the test. However...
**Here's the actual question**
The Gamemaster guide does no't give an accurate way to create a village. For example, we can generally surmise most villages are from ex-kaer dwellers who set up shop outside or near their kaer (unless they fled for X reason). Magic is generally used to create / sustain crops. Forges are the heart of the village, and every village / city / town needs at least 1 Forge.
But what else, really? What are key concepts of a village in Earthdawn that you normally wouldn't consider in a 'traditional' RPG? What are the general sizes of ex-kaer dwelling villages? What other things make villages unique in the Earthdawn setting?
So I'm sure over the next few weeks and months I'll be asking a lot of questions, as it's time to delve into Earthdawn 4E for the first time with a group of friends. Real quick background before getting to the question itself, I won't mind if you skip ahead:
I've always had a spot for Earthdawn. It was THE first tabletop RPG I ever played back in middle school (Earthdawn First Edition, FYI) back in like . . . '96 or '97. Granted, our DM (named Shawn) made up half the rules and such to the point that when I bought the book myself and discovered these rule changes, we dubbed his game 'Earthshawn'. Though I've moved around to many RPGs (Pathfinder and D&D, of course), Earthdawn was always my first love.
Throughout the decades since (I can say that! Holy hell!) I've always tried to get Earthdawn games going, but they're always rough, particularly since the world is so unique and concepts somewhat foreign from 'regular' RPGs. Because of this I've always kind of . . . half-assed my Earthdawn campaigns, coming up with concepts I think would be interesting, but not really 'true' to the world.
I finally buckled down and read the Earthdawn books (The Longing Ring, Mother Speaks, and Poisoned Memories. I'll be reading the rest in due time) and the universe makes a WHOLE lot more sense to me. Things I never thought about or considered are now clearer to me.
So, here I am again getting an Earthdawn campaign ready that I feel will be a good one and explore truly what Earthdawn is about and the world being more accurate. I think I understand the world a lot more now and I'm ready to put that to the test. However...
**Here's the actual question**
The Gamemaster guide does no't give an accurate way to create a village. For example, we can generally surmise most villages are from ex-kaer dwellers who set up shop outside or near their kaer (unless they fled for X reason). Magic is generally used to create / sustain crops. Forges are the heart of the village, and every village / city / town needs at least 1 Forge.
But what else, really? What are key concepts of a village in Earthdawn that you normally wouldn't consider in a 'traditional' RPG? What are the general sizes of ex-kaer dwelling villages? What other things make villages unique in the Earthdawn setting?