Manaburst Actual Play, Session 2

Session Date: 12/02/2007
Gamemaster: Prorpger

First, a few notes. My fiancee wound up coming down with a migraine on game night so we did a minor ret-con. Instead of NPCing her character, we just decided that she hadn’t appeared on the weird sphere with the rest of us. Also Luke, who directed the rock opera known as Renegade Horizon, was able to sit in for a session so he and Chad came up with a character concept real quick ahead of time. Presto change-o, start session 2.

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After the initial shock passes the players all head in different directions and when they meet on the far side of the sphere a few minutes later confirm that it was in fact as small as they had initially though. However on the far side they do find an odd mechanical device, completely out of place in this hand-drawn world.

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Manaburst Actual Play, Session 1

Session Date: 11/18/2007
Gamemaster: Proprger

On Sunday, November 18th, we had our second session of Manaburst. I’ve decided to split up the commentary and actual play content into separate posts. This will be the first Actual Play post of the campaign.

The game opened with Feral arriving in the city of Frostmourn – the sphere’s namesake – on a wagon she had hitched a ride on. Unlike the other settlements in the sphere which barely qualified as villages Frostmourn itself was a large walled city far larger than any other she had been to. After being dropped off a the gate Feral began exploring the city in search of the caravan heading off-world she was supposed to join.

As Feral wandered through the city, the world froze around her. The crowded streets were suddenly still and even the birds above had paused mid-flight. Although she recognized the onset of one of her prophetic visions, Feral was surprised with the speed at which this one had come on. As the color quickly drained from the world she unconsciously held her breath as she waited to see what her vision would show her.

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Manaburst, the RPG

Ever since I read The Long Road Home, an Everway Actual Play thread over on rpg.net, I’ve been interested in the Everway setting. There’s something about adventuring in the setting – jumping from fantastic local to fantastic local – that appeals to me. I think it’s because I tend to take a visual approach to gaming; I find the idea of hopping from floating island to floating island across an endless sky then traveling to a volcanic landscape to dodge lava bursts fascinating.

In the past my problem with Everway was twofold. One was getting a hold of the Everway rulebook, long out of print. The second was training myself to be able to do task resolution based on the draw of a fate deck. That seems contradictory based on the visual way I tend to think, but my problem is that a picture can be taken so many different ways that picking one seems difficult to me. That also felt too arbitrary to me. “This card means success because I say it does” just doesn’t feel right.

I had pretty much realized I wouldn’t get a chance to play Everway, then I found Vi et Armis.

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