When we first toyed with the idea of doing a FU adaption for Earthdawn almost two years back, we had no idea it would ever see publication. FASA was very supportive when we brought the topic up, and—with the help of many other great people—we were able to turn a flimsy 64-page booklet created for a local group of friends into a real game.
Earthdawn: The Age of Legend has started strong since its release last Friday, much stronger than we ever expected it to. The response received so far has been very positive, and we're stoked there are so many people picking it up and considering to play in this wonderful game setting. We are extremely thankful and happy for that!
There has, of course, been feedback that needs to be adressed. The largest issue is the PDF, which is putting a dent in most devices and not much fun to handle. The file was designed with having a beautiful print result in mind, and has not been optimized for fast reading, printing, or use on a tablet at the gaming table. The format and a ton of graphics naturally bloat it up. Optimizing that very file is a daunting task, and unlikely to help much. For that reason, our main task at the moment is to create a second PDF in a format better suited for easy reference on mobile devices, printing, and reading. This will take a few days to complete and be added to the product files on DriveThruRPG at no extra charge.
The second question comes from people who are new to the setting: "Is there enough background and setting material in the book to get a game going?" The answer is "Yes, but..."! The Earthdawn Primer in the book is very high level and aims to give you a good overview on the world. You get a rough rundown about what happened in the past, where you play (including a map), what the races are, what magic does, and so on.
It's about the same amount of information you'd find in one of Earthdawn's Player's Guides. Your stage (i.e. where you play, what kind of group you play, and so on) is designed as a collaborative effort, and gives additional ideas and bits of background. The individual characters are then designed to fit into that stage, right along with connections to various gamemaster characters. In our experience, this set-up session creates a wealth of ideas and material already.
All that said, there is enough info in the book to get a game going and running for a few sessions (or even longer, depending how much detail you want to explore in your games), even though there isn't any deeper information about the world and its history. You can't do too much wrong, but you'll eventually want to dig into additonal material from older sources. You can get pretty much all of the PDFs on DTRPG for small money, and some you get even for free (the How it Came to Pass chapter, for example, has been available as a freebie for ages).
Here are a few links to some essential books you might want if you have played a couple of games and need more detail in your world: