The magical energy flowing through the world of Earthdawn can be separated into strands called threads, and one of the unique applications of the workings of magic is the use of thread magic. Adepts can use thread magic to activate a Legendary Item’s abilities, magicians use thread magic to supply the power needed for their spells, and groups use it to unite their fates for a common goal.
We are going to create a limited run of customized dicesets for use with our FU-based games, the Equinox Storygame and Earthdawn: The Age of Legend. Each set will consist of a single main die and a total of six bonus and penalty dice. More bonus/penalty dice will be available, but optional. Find images of the dice below!
Because this is our first foray into creating custom dice, and doing so is everything but cheap, we'll use a preorder process to make these dice sets happen. Follow the steps outlined below to secure your set!
In this article, we will be exploring the core elements of our FU-based games, Equinox (using the Equinox Storygame Guide) and Earthdawn: The Age of Legend. We will identify the thoughts behind the game design, going beyond the unique resolution mechanics that only appear to be at the center of it all.
When composing adventures in traditional roleplaying games, many gamemasters approach design from an event-centered point of view, trying to arrange events happening in the adventures into a pre-determined order. However, even with a few triggers and if/else combinations, the structure of adventures written this way is very rigid. Such a rigid structure makes it hard for the gamemaster to adapt the adventure to his players’ needs, often leading to frustration when railroading them to his intended goal or shutting their ideas down until they have one that meet his line of thinking.
Sounds familiar? We have all been there at some point.
“Every move towards darkness brings us one step closer to answers. When you have endured it all as long as I, as well as I, you begin to see that the answers outnumber the questions. This is the problem that comes of time folding inward upon itself, and it is resolved through the Books of the Void. In their pages, there are questions and answers aplenty. Making them match… that is the work of us all.”
—The Darkened Father, in an early Third Turning sermon at the Chapel of the Dust
Dark Places is a strange game. It has an unconventional genre (afterlife mystery), an unusual play style (specific number of players and no gamemaster), a strange core dice mechanic (D8s and D4s), and it isn’t explicitly designed to tack on to any particularly popular tropes. What it is though is a unique way of telling stories that wouldn’t quite fit in any other game, and that is why it was so important that I bring it to you.