Remuz Role-playing game archive. Powered by h5ai v Everway – Character , , KB. file, Everway – Game Master Guide. Like the title says: It is my experience that Everway doesn’t work. If one were able to macro-analyse all instances of RPG play since the. Buy Everway Visionary Roleplaying: Toys & Games – ✓ FREE DELIVERY possible on eligible purchases.

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Could be that Everway is just not your game. No, I’m not rubbing it in. Many of these cards are based on the “Major Arcana” of tarot divinationsuch as “The Fool” and “Death”, but the deck includes original cards such as “Drowning in Armor” and “Law.

Drama isn’t the fact of making a choice; the player always gets to make a choice. The official setting for Everway revolves around heroes with the power of “spherewalking,” traveling between worlds called “spheres.

Edited to add the more constructive response: In order to clarify their use, Tweet coined some new vocabulary to describe and formalize methods of gamemaster adjudication; these terms have been adopted by the wider evetway RPG community. How much fun would that be, right?

Everway is a game I wish I had had the dough to snag from a friend of mine back when he was hawking it and my parents still thought RPGs were Satan’s tools. That’s how I chose to everday the resolution for this specific moment.

Also, I’m not sure I see the fragility of it though like all interactions based on informal power relationships, they can definitely be abusedbut maybe you’re talking about something else here. It does not in any way endorse “real” fortune-telling or other supernatural concepts.


My latest attempt at solving it Walker’s Crown was a circle of spheres linked by shared gates with one sphere possessing an additional gate linking it to the rest of the Thousand Worlds. But that means that there’s lots of room for people to get creative paralysis, and it puts a lot of pressure on the GM to get it right, be creative, acknowledge player input, and all that.

It would have been worth hiding it.

Everway – Wizards of the Coast – Wayne’s Books RPG Reference

For every gonzo-tastic Danger Patrol game, there’s a Capes game where someone went just a little bit too far. Like, when I was running Danger Patrol the other day, something happened and I — as GM — narrated a fictional consequence: I might be judging to too harshly if I compare the body of Everway technique to, say, the body of PTA technique. In that case, pure Drama resolution happens all the bloody timealongside and in place of Karma and Drama, whenever any conflict of interests in a game is resolved without consulting the dice or what-have-you.

Sign In or Register to comment. I think this disconnect is at the heart of why Everway has been tough for you. Hey, thanks for the links.

Often, I think people have this mental image of consensus as the entire group sitting down, negotiating out a detailed solution that everyone is totally satisfied with, and accommodating even everwa slightest bits of discomfort that other players might have.

A generic model looks like this: That is too perfect. I don’t know evverway I’m having trouble coming to terms with the fact that my dream Everway isn’t in that white box, and that I’m just going to have to drift, and that’s OK.

[Everway] doesn’t work

What the hell am I afraid of? What do you say to him? The players decided what every single adventure was about, why it mattered to them, and how they went about it. But it’s easy to hack, I think. Just as it’s about to catch you, this guy”–another PC–“shows up and puts an arrow through its eye.


I’m happy to answer questions. There was so much material in those, I never came close to using it all. Can I nominate this thread for Best of Storygames? Here are three sets of comments on how to stat up opponents from my Everweb site: The informal negotiation that you describe I think of as belonging to the inventional part of dramaturgical play. However, a particularly powerful piece of equipment—for example, a cloak that renders its wearer invisible for a brief period—may be treated as a Power that the hero must spend their initial element points on.

The Fortune Deck works as a randomizer and inspirational tool, and the results obtained by it are highly subjective. Players are to choose one or more Vision cards and base a backstory on them, and to have three Fortune cards representing a Virtue, Fault, and Fate a challenge they will face.

I’ve never had a problem running Everway. What I mean is, what if we don’t agree? Help me do something, as a player, with Drama resolution, since Karma is unhelpful. John Harper 1 This does not seem like a serious question. The GM has final say. How tough is the demon?

This was always my problem with Everway: Everway isn’t a step-on-up kind of game.