Fifteen years ago, Kaer Tardim, the Earthdawn Introductory Kit, revealed the ambition of a unique role-playing game. A game where all the clichés of the medieval-fantasy genre (dungeons, monsters, dragons, magic, etc.) find a reason to exist, a stake and a depth. Where most other games are content with images and collages, in Earthdawn, all the elements fit together, surprise, but have no other motivation than the game. By preparing and playing Kaer Tardim, this small 2-3 hour scenario, you are about to discover all this. Because Kaer Tardim is not just a simple "dungeon" with a "monster" at the end to kill.
When this monster is dead, you will have the impression of having shared a story with depth: the background of the pre-started characters, the legend told by the villagers of Tardim, the reality behind what is hidden at the bottom of the kaer, the limpid, simple (but not without nice little subtleties) sequence of events. In barely 32 pages of a scenario whose plot is quite ordinary, we find everything that separates Earthdawn from other role-playing games. So imagine what it will be like when you have gone through the 1,000 pages of the Player's Handbook and the Game Master's Handbook...
Good to know!
Contents of the box : 1 book of 36 pages.