EVERWAY RPG PDF

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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December edited December evverway Story Games. Like the title says: It is my experience that Everway doesn’t work. I’d like it to! Works fine for me. The use of cards with free interpretation as a basis for character generation is pretty cool and functional.

Using the tarot-like deck for conflict resolution didn’t work that well for me. December edited December I’ve only played it once, but it worked really well. Edited to add the more constructive response: Colin, what didn’t work for you?

Story Games gives Twitter a run for its money. Hey Colin, How about a snippet of your actual play experience.

I just need a sense of where you’re coming from. Context is in this thread here. Everway was mentioned as a “game I’ll never play” and then a side discussion started, defending it.

[Everway] doesn’t work – Story Games

I made this thread for that discussion. I can only speak for what happened when I played, although I don’t imagine my experience was unique. The cards worked, more or less I fight a monster. We couldn’t make sense of the stats in the fiction, couldn’t figure out how to make monsters, and couldn’t figure out how to make fighting already-made monsters interesting. The only drift I can envision, beyond “don’t fight monsters!

So, Graham, my position is actually that Everway is doesn’t work because it’s a terrible, boring system that fundamentally fails at providing a framework for adding collaboratively to the fiction, beyond “cuz the gee-em sez”, which is axiomatically awful, and because ihadabadgame. Please tell me why I’m wrong. I would like to be wrong. I agree with Colin’s point about Everway’s overreliance on GM fiat, and if I were to try to play it, I would hack the shit out of it so as to a give players the chance to interpret the cards more often and b regulate and systematize when you consulted Drama, Fortune, or Karma at all.

That said, the GM advice in Everway already seems to regard them as integrated, in that everything is GM fiat Drama until the GM doesn’t know what the hell is going to happen next, at which point players start describing what they’re doing and the GM compares the relevant character stats Karma to determine what the likely outcome is, throwing a card and reading it Fortune to confirm or deny that judgment as desired.

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.

I’d say that the first step to running Everway in a fun and engaging way while still playing more-or-less by the rules-as-written would be to engage with the system on its own terms, rather than as a defective version of another game.

So if I as the GM throw a monster at you, I have to know why it’s there. If it’s just there to be a brief moment of adversity, then it gets resolved Dramatically. It’s big and scary! What do you do?

You’ve cut its rpb head off! If, conversely, it’s meant to be a significant part of the encounter, a true obstacle, then the player has to put in the effort to overcome the monster.

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You are equally matched in strength and evetway with this thing! If you try to match it blow for blow, you may manage to kill it, but you’ll be exhausted and easy prey for the next such mindless monstrosity to come along. Its scream echoes for what seems like half an hour as it falls!

[Everway] doesn’t work

Roll up a new character! Suppose I throw “Nature Life Energy ,” which reminds me of the eferway of life. It’s hanging by its claws from the lip of the pit! The trick is that something needs to happen in play to provide sufficient narrative detail that in juxtaposition with the cards gives the interpreter something to work with. Neither is wholly effective eveway itself. Can I nominate this thread for Best of Storygames?

rpf Polaris isn’t that way, Puppetland isn’t that way. Surely there must, in this swingin’ multi-culti game, be a way for a player’s contribution to be backed up with some Drama-derived authority other than GM fiat. At chargen, I asserted a few facts about my puppet into the fiction “This puppet can pull a rabbit out of her hat”. Twenty minutes later, I can say “Let me distract the wicked nutcracker by pulling a rabbit from my hat!

That is so cool. At chargen, I asserted a few facts about my investigator into the fiction “SIZ 18”. A few scenes later, I can say “There’s no way I’m gettin’ this wide load through that window” and I am right.

Maybe we disagree about the relative contributions of my height and my mass to that SIZ stat, but I feel pretty certain that no one will challenge my claim about how much ass my guy is hauling around the game world. I chose to resolve my scene. Y’all get to tell me how it’s set up and I have no say; the rules tell us y’all are right. Then I say how it ends and y’all have no say; the rules reserve that right evrway me. Drama is all there is. Help me do something, as a eberway, with Drama resolution, since Karma is unhelpful.

Could be that Everway is just not your game. It’s not mine, that’s for sure – seems like the game isn’t really anything but a vehicle for the GM to push his creativity at an audience, which is, as Rpf or some other hipster out there said, so nineties.

My impression is that Everway does this thing better than almost any other game, but if a one-driver storytelling vehicle isn’t your thing, well – not every game is for everybody. Surely there must, in this swingin’ multi-culti game, be a way for a player’s contribution to be backed up with some Drama-derived authority other than GM fiat Shit, I have a problem with that, too. But a lot of people still accept the GM-controls-the-world, player-controls-the-character dichotomy as just how it is–even when that’s not evsrway true–and it doesn’t surprise me that this early 90s game doesn’t challenge it.

But it’s easy to hack, I think. It depends on what you want to do. If you want to totally forgo the “We follow the GM’s plot” route, you could give each player a hand of those Vision cards and go around the table, with each player getting a chance to throw a Vision card and use it to start the next scene, describing the characters entrance upon the scene.

The GM then takes over and uses the rules to tell the players what happens to them, soliciting their further input as needed to keep things interesting, as everwayy above. There’s probably some mechanism through which the players assign Karma scores to the scene as a whole, with higher assigned values producing a higher reward–perhaps you have to beat X points worth of opposition before you’re allowed to achieve a notable objective, gain advancement points, or what have you. That’s the heart of how I’d do it, I think.

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I’m going to inject “My God! And emote with lots of!!! I mean, fuck, if that’s a hack of the game, I’m down with it. How much fun would that be, right?

I mean, my God, you’d show up and play the fuck out of that game, wouldn’t you? Bill, I like your three-tiered approach to the game, especially with that sense of an obstacle’s relative importance.

Your quick-and-easy Drama example makes me wonder, though – is “pure” fiat only, regardless of whose fiat it is, with no other structure Drama resolution really just Color? You could say that slaying the monster so quickly was just to establish mood, or tension, or if the player leads it to point out what a badass hero the PC is.

Drama doesn’t need to equal Color, it’s quite possible to resolve consequential things with Drama. From this viewpoint Drama resolution is nothing more special than just “a guy makes decisions”.

I guess I’m accustomed to thinking of resolution in terms of breaking or setting aside the flow of narrative, however briefly, to consult some kind of mechanic that differs from the flow of narrative. In everwau 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.

Zac in Davis In that case, pure Drama resolution happens all the veerway 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.

You weren’t asking me, but oh hell yeah. If one were able to macro-analyse all instances of RPG play since the beginning of the hobby, I’d bet that Drama is used way more than the other two, probably put together. Wouldn’t be much to playing the game if you didn’t make any choices now and then, would there? Then again, I could totally see a toy-like game where the players actually never made any resolution choices – all choices would involve setting up the game-state before letting it run to its conclusion.

Like, you’d get to decide that characters A, B and C are in place D with the everawy E, but the actual scene would play out purely by procedure, with no choices made. Drama isn’t the fact of making a choice; the rpb always gets to make a choice. The resolution comes with what I do with that choice I’m the GM. When the scary monster appears, the player decides to swing his sword synecdochical for fighting it ; he could just as well have said, “I run away!

It chases you through a dark wood. Just as it’s about to catch you, this guy”–another PC–“shows up and puts an arrow through its eye.

What do you say to him? Zac in Davis You could say that slaying the monster so quickly was just to establish mood, or tension, or if the player leads it to point out what a badass hero the PC is. This is exactly right. All of that falls under “needs of the story.

A generic model looks like this: I should note that my game Ganakagok resembles Everway in its reliance upon an oracular tarot for resolving actions, but Ganakagok has an explicit and extensive game-mechanic for awarding the right to interpret the card.