Burstback: the Return of Manaburst
The members of my Saturday gaming group are all adults with busy lives so it’s no surprise that most Saturdays at least one person winds up being late for our weekly session. Instead of starting our sessions early and having to catch people up, we’ve recently started breaking out some Magic decks and playing a few games to pass the time.
During one of our games a player mentioned that he thought a role-playing game set in a heavily Magic-inspired setting would be a lot of fun, but that playing beings like planeswalkers didn’t seem like it would work. He was surprised when I replied that not only did I think it would work fine, I had done it before.
I’m not about to usurp the Earthdawn game we have running – I enjoy it too much. But with the interested around the table it seems like it might be time to break out my Manaburst notes and look at making some revisions. I’ve already started getting ideas on how to improve over our first attempt.


At the last session with my group, we came up with character concepts and had decided to do the actual generation this week. I wanted to get it taken care on my end prior, so that I could both familiarize myself with the changes to 3e character generation enough to answer questions and be available to do so instead of needing to work on my own character. So earlier last week I finished up my human warrior.
I finally got a chance to try out the Earthdawn Third Edition rules last Saturday when a friend ran
There’s also the issue of the omnipotent adversary. Inexperienced gamemasters can fall into the trap of giving their adversaries full knowledge of the party’s actions even if said adversary lacked a sufficient means to gain such information (by spying, scrying, etc). But again you can run into the trap of the cookie-cutter with things like the traditional wizard with a crystal ball.