( epub ) Everway Visionary Roleplaying BY Jonathan Tweet

  • Boxed Set
  • null
  • Everway Visionary Roleplaying
  • Jonathan Tweet
  • English
  • 09 January 2018
  • 9781880992760

Jonathan Tweet í 1 READ & DOWNLOAD

READ & DOWNLOAD Ù Everway Visionary Roleplaying FREE READ Ê LO-MAPS.RU í Jonathan Tweet The Everway RPG box set containsPlaying Guide a 162 page softcover book detailing the character generation process and the setting of EverwayGamemastering Guide a 64 page softcover book detailing how to create uests and realms as well as an example uestGuide to the Fortune Deck. This was the first dice less game I ever came across and at the time it blew me away I d been moving away from stat based gaming and towards narrative games on my own gaming in a small town in the middle of Oregon I had no idea what was possible or what other people were doing so I was making it up as I went along Everway was simple nearly elegant with four abstract stats and one of the greatest character creation systems ever The players all sat in a group and chose five illustrated cards from a very large deck They then used the pictures in the cards as inspiration to create the story of their character Creation is done in a group so other players can offer feed back and ideas so the party is organic and interconected not the random group of adventurers who meet when a mysterious man in a cloak aproaches them in an inn and offers them a job The game was based around motivation and story telling and I ran some great games with friends who had never played RPGs before and most likely haven t since Empire State Building: The Making of a Landmark how to create uests and realms as well as an example uestGuide to the Fortune Deck. This was the first dice less game I ever came across and at the time it blew me away I d been moving away from stat based gaming and towards narrative games on my own gaming in a small town in the middle of Oregon I I Love You Almost Always had no idea what was possible or what other people were doing so I was making it up as I went along Everway was simple nearly elegant with four abstract stats and one of the greatest character creation systems ever The players all sat in a group and chose five illustrated cards from a very large deck They then used the pictures in the cards as inspiration to create the story of their character Creation is done in a group so other players can offer feed back and ideas so the party is organic and interconected not the random group of adventurers who meet when a mysterious man in a cloak aproaches them in an inn and offers them a job The game was based around motivation and story telling and I ran some great games with friends who Gloom Town had never played RPGs before and most likely uinze dias haven t since

READ Everway Visionary Roleplaying

Everway Visionary Roleplaying

READ & DOWNLOAD Ù Everway Visionary Roleplaying FREE READ Ê LO-MAPS.RU í Jonathan Tweet Color maps one foldout of the city of Everway the other of the realm Bonekeep for use in the intro uest in the GM Guide12 full color premade character sheets11 full color blank character sheets1 grayscale blank character sheet for easy copyingA survey from Wizards of the Coast. I ve had a lot of fun reading and thinking about Jonathan Tweet s 1995 RPG EverwayI knew going into it that the game used a Fortune Deck and a set of Vision Cards in some way and I knew that Tweet at some point in the text makes the distinction between 3 approaches to resolution karma drama and fortune That s the sum total of what I knew when I dove inThe game box includes three 7 x 85 books a 160 page Playing Guide a 14 page Guide to the Fortune Deck and a 64 page Gamemastering Guide You are instructed to start with the Playing Guide to which both character players and GMs are openly invited A little over the first third of the book is devoted to establishing the setting a fantasy multiverse set of world that the players can travel between via gates The game itself is named after the main city in the main realm in the main sphere Play is designed to create episodic and epic narratives as the PCs move through the spheres spherewalking as it s called solving problems and getting tangled up in local customs mysteries and what have yousThe next chunk of the Playing Guide again over a third of the text is dedicated to character creation Character creation in the game is really cool using the Vision Cards to inspire players The vision cards are regularly sized cards with images of characters situations locations scenes and mythical creatures They are beautiful and mysterious working to suggest things but leaving a lot unanswered and only hinted at The game comes with 90 of these cards and there were two expansion sets of 90 cards each produced before the game line was canceled You spread out these cards on the table and the players pick five cards to serve as inspiration for their characters The cards might represent the character herself someone important to her where she comes from the scene of some pivotal moment in her life whatever the cards inspire It s a really cool way to begin character creation because the pictures can push you in directions you would not think to go and the pictures in conjunction with each other can only drive you further in unexpected and interesting directions And because all the cards are thematically appropriate to the tone and subject matter of the game every character derived from the pictures will be well suited to the same universe I also appreciate that the designers were thoughtful in their representations so the cards have people of every skin color represented and most cultural depictions are non Eurocentric After selecting 5 cards as the inspiration for your character the players share the cards and explain what they have drawn from them Then players are invited to ask each other uestions about the cards and the character being developed from them This is the first game I know of although my pool of knowledge is admittedly shallow that has uestions from other players as an explicit part of character creation It feels like very modern tech and I love itThe Fortune Deck is also used in character creation The Fortune Deck is a deck of 36 cards modeled on the major arcana of tarot decks Each card has a regular meaning and a reversed meaning when played upside down I put meaning in uotes because the printed meaning is hardly definitive Like everything else in the game the cards are suggestive and up for interpretation For example the Autumn card means plenty and reversed it means want but what plenty and want mean can range through a great number of possibilities In character creation the players go through the cards of the Fortune Deck and pick one card to represent the character s Virtue or strength another to represent her Fault or weakness and another to represent the character s Fate For the Virtue and Fault you pick one meaning from the card but for the Fate you consider both meanings to create a set of poles for your character the two possible paths you see before the character For example if you select The Fool your two poles would be freedom on the one hand and lack of connection on the other That could mean whatever you want or you might not know exactly what that means at all but it feels right Your character is forging her own path but runs the risk of isolating herself as she does soWhat s cool about all of these elements of character creation is that they are about how you as a player want to play your character Who they are what motivates them where they are going and where they have been Moreover each element potentially adds to the depth and complexity of your character and has the opportunity to push you into a direction you hadn t considered making the character s starting form somewhat surprising to you as a player which I find very attractiveThe game uses the four elements to structure the characters stats air fire earth wind That alone sounds clever but uninspired but the execution of the stats is really well done The real accomplishment is the presentation of the stats on the character sheet Here s how the book defines each of the stats Fire measures vitality force courage speed and daring Earth governs a hero s health endurance fortitude will determination and resilience Air determines intelligence speech thought logic analytical ability oratory and knowledge Water governs intuition sensitivity to that which is unseen and unspoken receptivity psychic potential and depth of feeling All of those are reasonable categories I ve included a scan of the character sheet so you can see how the stats are mapped out there You can see that each element is presented as a uarter slice of the pie At the point of the slice is a one word summary of the element Action Might Feeling and Thought Then each slice is joined to its neighbor by a commonality Air and fire are both about energy but air is a focused energy and fire is a forceful energy Both fire and earth are about power but fire is an active power and earth is a passive power Earth and water are both about integrity but earth is a resistant integrity and water is a receptive integrity Finally both water and air are about wisdom but water is about silent wisdom while air is about spoken wisdom This map defines all the corners of each element and does a great job of defining at a glance what each element covers during play The problem with abstract concepts for stats is that they are work for players to remember during play but the character sheet allows the designers to keep the flavor of the elemental division while removing the burden of memory from the players For me the visual design of the character sheet is as important as the conceptual design of the statisticsI ve already rambled on too long so I ll skip discussing magic and powers for nowThe reason I ve spent so long on the character creation is because character creation and the resulting character and sheet are one half of the game in play Everything the players need to play the game is there on their character sheet and a great deal of what the GM needs to run the game is there on the character sheet as wellAfter covering the setting and detailing character creation the rest of the Playing Guide and the entirety of the other two books are really about running the game as GM but there aren t really any rules to speak off The system of play for Everway is entirely reliant upon the GM The players say what their characters do and the GM determines the results of that reaction That is the entirety of play in a single sentence So what the remaining 80 or so pages of text are about teaching the GM how to make those decisions fairly dramatically and creativelyI expected the discussion of karma drama and fortune to effectively be a short essay within the text but it s really so much than that What Tweet does in the text is effectively attempt to breakdown what GMs do when answering the uestion what happens next Sometimes the GM just decides that the action is a failure or a success They look at the character sheet and decide that the character is or isn t strong enough magical enough talented enough or whatever to do the thing they want to do Or the GM looks at the fictional positioning and decides that the character s approach or tactic is likely to be effective or not After evaluating the measurable facts of the situation the GM declares success or failure That whole process is called karma by Tweet Sometimes the GM decides that it would be dramatically exciting if a character fails or succeeds or that things go sideways instead Sometimes the GM decides that the character can t get what she wants because it would short circuit the entire mystery or defuse the entire situation too readily That decision process is called drama by Tweet The dramatic ruling is based entirely on matters of the story and has nothing to do with what is likely or what a character is capable of Finally the GM sometime leaves the results of an action up to fate and employs some kind of randomizer dice cards or whatnot That s what Tweet calls Fortune In the case of Everway the GM can draw the top card from the Fortune Deck and interpret it as a favorable sign or an ill omenThe rules are very explicit that all of these ways of making decisions will overlap and occur concurrently There is also a matter of taste some GMs preferring to decide things by karma others preferring to leave things to fortune and still others constantly thinking of the dramatic impact of the actions on the story But whatever your leaning as a GM you draw on all three methods constantly I found the analysis compelling and the breakdown impressive The text is really an extensive guide to how to make decisions as a GM with a particular focus of how to GM this game The guide teaches you how to interpret the statistics to determine likelihood of success how to look at the prongs of the story to determine what is up for grabs and what needs to happen without interference how to read the fortune cards to determine if they bode ill or well all in an effort to teach the GM to be a fair and impartial judge of the character s actions and the ramifications that followI of course had problems with plenty of the particulars The discussion surrounding reading the outcome of a sample fight reminded me of nothing so much as Erick Wujcik s Amber In both game texts the game wanted to use the numbers to determine outcome while still allowing for surprise and unexpected outcome leading to a coy game between players and GM as the GM determines what course of action will be especially effective and the player tries to meet the GM s determination In the end such play measures success by one player s ability to read the mind of another which is a pretty shitty system And the idea that a GM will undermine a clever player by refusing to validate a character s action because the GM is committed to a particular plot is offensive to modern RPG sensibilities But these problems I had didn t impact my ability to appreciate the crux of Tweet s analysisThere s nothing about the system itself that helps the players have an interesting and compelling game since the system is the GM There are no mechanics to propel play or story nothing other than a set of resolution tactics so I imagine that play is exactly as interesting as the skill of the players involved With an inspired GM and lively players I can see some very fun games coming from play but there is nothing to keep the game from being ho hum or even downright dull if the players and GM are unsure of themselves because there is nothing mechanical within the game to catch them and support them The closest the game comes to providing a means to keep things lively is the Fortune Deck as a surprising tool for resolutions and I do love the possibilities it holds Mr Greedy Mr Men and Little Miss had a lot of fun reading and thinking about Jonathan Tweet s 1995 RPG EverwayI knew going into it that the game used a Fortune Deck and a set of Vision Cards in some way and I knew that Tweet at some point in the text makes the distinction between 3 approaches to resolution karma drama and fortune That s the sum total of what I knew when I dove inThe game box includes three 7 x 85 books a 160 page Playing Guide a 14 page Guide to the Fortune Deck and a 64 page Gamemastering Guide You are instructed to start with the Playing Guide to which both character players and GMs are openly invited A little over the first third of the book is devoted to establishing the setting a fantasy multiverse set of world that the players can travel between via gates The game itself is named after the main city in the main realm in the main sphere Play is designed to create episodic and epic narratives as the PCs move through the spheres spherewalking as it s called solving problems and getting tangled up in local customs mysteries and what A Daddy for Valentines have yousThe next chunk of the Playing Guide again over a third of the text is dedicated to character creation Character creation in the game is really cool using the Vision Cards to inspire players The vision cards are regularly sized cards with images of characters situations locations scenes and mythical creatures They are beautiful and mysterious working to suggest things but leaving a lot unanswered and only Nightswimming hinted at The game comes with 90 of these cards and there were two expansion sets of 90 cards each produced before the game line was canceled You spread out these cards on the table and the players pick five cards to serve as inspiration for their characters The cards might represent the character Pinned her where she comes from the scene of some pivotal moment in Sooner or Later You Wont Resist Me (Sooner Or Later, #1) her life whatever the cards inspire It s a really cool way to begin character creation because the pictures can push you in directions you would not think to go and the pictures in conjunction with each other can only drive you further in unexpected and interesting directions And because all the cards are thematically appropriate to the tone and subject matter of the game every character derived from the pictures will be well suited to the same universe I also appreciate that the designers were thoughtful in their representations so the cards Haduh aku di follow have people of every skin color represented and most cultural depictions are non Eurocentric After selecting 5 cards as the inspiration for your character the players share the cards and explain what they Fragile Lives have drawn from them Then players are invited to ask each other uestions about the cards and the character being developed from them This is the first game I know of although my pool of knowledge is admittedly shallow that Africana Womanist Literary Theory has uestions from other players as an explicit part of character creation It feels like very modern tech and I love itThe Fortune Deck is also used in character creation The Fortune Deck is a deck of 36 cards modeled on the major arcana of tarot decks Each card Poems in Which You Die has a regular meaning and a reversed meaning when played upside down I put meaning in uotes because the printed meaning is Africana Womanism Race Gender in the Presidential Candidacy of Barack Obama hardly definitive Like everything else in the game the cards are suggestive and up for interpretation For example the Autumn card means plenty and reversed it means want but what plenty and want mean can range through a great number of possibilities In character creation the players go through the cards of the Fortune Deck and pick one card to represent the character s Virtue or strength another to represent Finding Your Voice A Woman's Guide to Using Self Talk for Fulfilling Relationships Work and Life her Fault or weakness and another to represent the character s Fate For the Virtue and Fault you pick one meaning from the card but for the Fate you consider both meanings to create a set of poles for your character the two possible paths you see before the character For example if you select The Fool your two poles would be freedom on the one Mogorva nyár Halkirálynő #5 hand and lack of connection on the other That could mean whatever you want or you might not know exactly what that means at all but it feels right Your character is forging Sutra Ungu her own path but runs the risk of isolating যত কান্ড কাঠমান্ডুতে herself as she does soWhat s cool about all of these elements of character creation is that they are about Lady First how you as a player want to play your character Who they are what motivates them where they are going and where they Old Possum's Book of Practical Cats: with illustrations by Rebecca Ashdown (Faber Children's Classics) hadn t considered making the character s starting form somewhat surprising to you as a player which I find very attractiveThe game uses the four elements to structure the characters stats air fire earth wind That alone sounds clever but uninspired but the execution of the stats is really well done The real accomplishment is the presentation of the stats on the character sheet Here s Darkest Mercy how the book defines each of the stats Fire measures vitality force courage speed and daring Earth governs a Cold Hearted Rake hero s Alban Berg A Guide to Research Composer Resource Manuals health endurance fortitude will determination and resilience Air determines intelligence speech thought logic analytical ability oratory and knowledge Water governs intuition sensitivity to that which is unseen and unspoken receptivity psychic potential and depth of feeling All of those are reasonable categories I ve included a scan of the character sheet so you can see The Culture of Homelessness half of the game in play Everything the players need to play the game is there on their character sheet and a great deal of what the GM needs to run the game is there on the character sheet as wellAfter covering the setting and detailing character creation the rest of the Playing Guide and the entirety of the other two books are really about running the game as GM but there aren t really any rules to speak off The system of play for Everway is entirely reliant upon the GM The players say what their characters do and the GM determines the results of that reaction That is the entirety of play in a single sentence So what the remaining 80 or so pages of text are about teaching the GM Callings how to make those decisions fairly dramatically and creativelyI expected the discussion of karma drama and fortune to effectively be a short essay within the text but it s really so much than that What Tweet does in the text is effectively attempt to breakdown what GMs do when answering the uestion what Me and My Sisters Devlin Sisters #1 happens next Sometimes the GM just decides that the action is a failure or a success They look at the character sheet and decide that the character is or isn t strong enough magical enough talented enough or whatever to do the thing they want to do Or the GM looks at the fictional positioning and decides that the character s approach or tactic is likely to be effective or not After evaluating the measurable facts of the situation the GM declares success or failure That whole process is called karma by Tweet Sometimes the GM decides that it would be dramatically exciting if a character fails or succeeds or that things go sideways instead Sometimes the GM decides that the character can t get what she wants because it would short circuit the entire mystery or defuse the entire situation too readily That decision process is called drama by Tweet The dramatic ruling is based entirely on matters of the story and The Resume Design Book has nothing to do with what is likely or what a character is capable of Finally the GM sometime leaves the results of an action up to fate and employs some kind of randomizer dice cards or whatnot That s what Tweet calls Fortune In the case of Everway the GM can draw the top card from the Fortune Deck and interpret it as a favorable sign or an ill omenThe rules are very explicit that all of these ways of making decisions will overlap and occur concurrently There is also a matter of taste some GMs preferring to decide things by karma others preferring to leave things to fortune and still others constantly thinking of the dramatic impact of the actions on the story But whatever your leaning as a GM you draw on all three methods constantly I found the analysis compelling and the breakdown impressive The text is really an extensive guide to Prelude to Foundation how to GM this game The guide teaches you The Life List how to interpret the statistics to determine likelihood of success The Toy Box how to look at the prongs of the story to determine what is up for grabs and what needs to Cliffs of Opal happen without interference Den grænseløse how to read the fortune cards to determine if they bode ill or well all in an effort to teach the GM to be a fair and impartial judge of the character s actions and the ramifications that followI of course Winter Holiday Godine Storyteller had problems with plenty of the particulars The discussion surrounding reading the outcome of a sample fight reminded me of nothing so much as Erick Wujcik s Amber In both game texts the game wanted to use the numbers to determine outcome while still allowing for surprise and unexpected outcome leading to a coy game between players and GM as the GM determines what course of action will be especially effective and the player tries to meet the GM s determination In the end such play measures success by one player s ability to read the mind of another which is a pretty shitty system And the idea that a GM will undermine a clever player by refusing to validate a character s action because the GM is committed to a particular plot is offensive to modern RPG sensibilities But these problems I Fools had didn t impact my ability to appreciate the crux of Tweet s analysisThere s nothing about the system itself that Wicked Whispers helps the players Boundless Tracing Land and Dream in a New Northwest Passage have an interesting and compelling game since the system is the GM There are no mechanics to propel play or story nothing other than a set of resolution tactics so I imagine that play is exactly as interesting as the skill of the players involved With an inspired GM and lively players I can see some very fun games coming from play but there is nothing to keep the game from being River Bodies Northampton County #1 ho Warriors hum or even downright dull if the players and GM are unsure of themselves because there is nothing mechanical within the game to catch them and support them The closest the game comes to providing a means to keep things lively is the Fortune Deck as a surprising tool for resolutions and I do love the possibilities it Criminal holds

FREE READ Ê LO-MAPS.RU í Jonathan Tweet

READ & DOWNLOAD Ù Everway Visionary Roleplaying FREE READ Ê LO-MAPS.RU í Jonathan Tweet A 14 page booklet describing the Fortune Deck's cards and their meanings36 card Fortune Deck Full color on cardstock90 Vision cards used in character creation with several sample uestions for the A round on the back of each card6 uest cards used to enhance the intro uest2 full. Enjoy the simplicity and elegance in both character creation and task resolution ie dramakarmafortuneWish it had ideas for GMs that it had varied ideas about magic and that it was still in printI do love that the system is so elegant and simple but some might see it as intimidating to run stories with such an almost free form styleThe setting is described in enough detail to provide inspiration and give common ground to player characters but by its nature is ambiguous as to details of individual settingsIt does it should also be noted provide lots of terminology for GMs to have a common language of exchange so sharing notes on spheres realms heroes and uests is easyThis is a classic and I plan on snagging a second copy some day though I do have a PDF of scans I found for uick scanning on my iPad The Last Runaway had ideas for GMs that it On Tidy Endings had varied ideas about magic and that it was still in printI do love that the system is so elegant and simple but some might see it as intimidating to run stories with such an almost free form styleThe setting is described in enough detail to provide inspiration and give common ground to player characters but by its nature is ambiguous as to details of individual settingsIt does it should also be noted provide lots of terminology for GMs to Flat World Navigation have a common language of exchange so sharing notes on spheres realms A House of My Own Stories from My Life heroes and uests is easyThis is a classic and I plan on snagging a second copy some day though I do Under Her Command (The Bosss Pet, #5) have a PDF of scans I found for uick scanning on my iPad