QUOTE (Wesley Street @ Jan 13 2010, 12:12 PM)

So, Dumpshock, other than reading the rules and putting together a group to play it, what should I know? What else do I need to buy? Is The City of Thieves a good investment right off the bat? The two Companion books? Just trying to get the most bang for my money here (without shelling out a ton of cash for out-of-print material). Can I get older supplemental stuff and still have it be useful, other than for fluff? I've seen stuff at used book stores.
Any weird crunch, fluff, whatever I should know about ahead of time? How should I sell this to a group of players used to D&D 3.5 and 4E (specifically Eberron)? They love Shadowrun but selling it as "the secret history of Shadowrun", I feel, would be a bit dishonest since the connection between the two is... open to interpretation.
The two companion books are a good buy. You'll need them for when the party reaches 8th Circle. The First Edition book "Adept's Way" used to be a must-have, but they've incorporated much of the information into the 3rd Ed core. I'd definitely take a look at Namegivers of Barsaive when it comes out, I found its First Edition version(s) to be very useful. I didn't like the preview for Kratas, but I haven't had the chance to peruse a hardcopy yet.
Earthdawn is a very fluff-heavy game. Buy the books with the fluff you're interested in reading, ignore the books with the fluff you're not interested in reading. If someone wants to play a Troll Sky Raider from the Twilight Peaks, see about getting your hands on Crystal Raiders of Barsaive. Otherwise, don't worry about it. You can totally run Earthdawn all the way to living godhood using only the corebooks.
In terms of non-crunch, I'd keep an eye open for Horrors or Scourge Unending. These two books are basically just big compilations evil monsters to throw at the party. Similarly, if you want more creatures, Creatures of Barsaive has a bunch of intersting creatures to encounter, including plothooks that you can use to write an adventure off of each one.
If your players liked the mechanics of D&D 4 - everyone has a list of powers and gets new powers at every level - tell them that that's
very Earthdawnlike, but that Earthdawn is more pointbuyish and customizable. I generally describe Earthdawn as "Epic Post-Apocalyptic Horror Fantasy". Any of those elements can be emphasised, and, at a quick glance, seems very compatible with people who liked Eberron.