My current group has decided to set aside Star Wars for now while one of our players settles in to his newfound role of fatherhood. Instead of waiting for him to be able to play again, we’ve decided to run another semi-short term game to give the rest of us something to play while he gets used to his new schedule. Since I’ve had some ideas for a short term kaer-emergence Earthdawn game called First Dawn floating around my head (I almost decided to run it as a play-by-post), I volunteered to be the interim GM.
The group as a whole has had very little experience with the Earthdawn system, and given the intent to have a short term game to begin with, I didn’t want to spend a lot of time on system explanation. In addition after talking to one of the players I learned that while he didn’t have a problem with the system, looking up what dice to roll for a given test was a little annoying.
Personally Earthdawn is probably my favorite RPG to run and play and I enjoy the varied dice of the Step System. That said I want to be sympathetic to my players’ complaints and I want to make the game run as fast as possible for this mini-campaign. In addition I love tinkering with rule systems; making little tweaks to the mechanics to make certain aspects of a game run more like my preferences. As a result I’ve decided to make a few slight modifications to the Earthdawn ruleset for this campaign.