Match System Guide
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.
While the astral field of the Earth Belt produces various kinds of Shanrazi first and foremost, there are patches where the old subspecies of ancient Earth appear—usually in areas where the astral field is considered the most pure.
“Sheesh, ‘pure’—who defines that? Corruption has absolutely nothing to do with it.”
–Piiraäeus, Spine Lord
“They probably mean it in the sense that the twisted astral field has the same composition as on old Earth.”
–Doc Bonebreaker, Phobos Rising
When picking up a new system and starting a new roleplaying campaign, it’s usually the gamemaster’s responsibility to create the setting within the game world, including its important locations, gamemaster characters, and creatures. The players mostly resort to the creation of their own player characters. Opening this process of creation up to the whole group, however, as described in the People & Places chapter in the Equinox Setting Guide, has a great influence on how you, both the gamemaster and the players, experience the game later.
If you haven’t read said chapter yet I highly recommend it, even if you don’t plan on running an equinox campaign. What it describes can easily be adapted and applied to most other roleplaying games out there. Anyway, here’s a quick overview.
Here are some details on the new hardcovers, now available in both standard color and premium color. We only used premium color before, to get the best product. However, that quality comes with a price.
Here's the Earth Nexus Schematic as presented in the Equinox Setting Guide, an abstract view of the various fold clusters and their relation to Gateway Station and the Earth Belt.
The technical/arcane look was designed by Angus McNicholl. We're thinking about a larger (poster?) version of the schematic, adding all locations of the Earth Belt as well. What do you think?