Rebirth of a groundbreaking roleplaying game
It has been twenty-five years since the first release of the Everway diceless roleplaying game designed by Jonathan Tweet (D&D 3rd Edition, Over the Edge). The time is right for it to return in this stunning new format for its Silver Anniversary.
Packed with full-color art, setting and quest maps, more than 100 new creatures, four quests, and new rules options, the Silver Anniversary Edition is the definitive edition of this indie classic.
With Everway you can:
Create mythic, larger-than-life heroes by telling a story based on artwork and assign stats, powers, and magic to fit your story.
Use the more than 200 included pieces of art or provide your own to create your heroes, realms, and quests.
Select a card drawn from the tarot-like Fortune Deck to moderate game play and to help define your heroes or background characters.
Explore the multiverse setting, where thousands of worlds called spheres are connected by mystic gates that the heroes can travel between.
Tell stories that are highly multicultural, epic in scope, and deeply connected to the symbolism, magic, fortune, and deities found everywhere among the spheres.
Diceless System
Game actions are ruled by the Three Laws of Action:
1. The Law of Karma says what should happen based on common sense and character abilities.
2. The Law of Drama says what makes the best story, increasing excitement.
3. The Law of Fortune says what does a card draw from the tarot-like Fortune Deck suggest should happen.
The gamemaster can discuss with the players what each Law suggests, then ultimately uses a blending of these Three Laws to narrate what happens in response to heroes' actions.
Creating Heroes
Everway is a tabletop roleplaying game for a gamemaster and one or more other players. Players create mythic heroes that are spherewalkers, or individuals that can travel between many worlds in this mythic fantasy game. There are multiple aspects to creating a hero.
1. Vision
Pick 3 to 5 vision images and tell a story about the people and things you see in those images. Is one of the people shown your hero? Your enemy? Your best friend? You decide.
2. Identity
Name your hero and choose their adventuring motive linked to one of the seven classical planets of antiquity (Sun, Moon, Mercury, Venus, Mars, Jupiter, or Saturn). Choose a card from the tarot-like Everway Fortune Deck to represent your hero’s Virtue (advantage), Fault (flaw), and Fate (destiny). Each of these choices may affect gameplay.
3. Elements, Powers & Magic
Everway heroes are mythic beings built from 20 points, assigned to Elements and optionally to Powers or Magic. Let your hero’s story guide how best to assign these points.
Elements are the natural abilities of what your hero can do: think (Air), act (Fire), endure (Earth), and sense (Water). Each Element ranges from 3 points (average human) to 6 points (mythic hero).
A Power is a supernatural ability from your story that lets you perform some epic feat. Powers cost points based on their frequency in game play, major impact on gameplay, or versatility in game play.
Magic is the supernatural ability to create fantastic effects dynamically during gameplay. Your hero’s style of magic may be wildly different than the typical “wizard.” They might be a mage that casts spells through dance. They may have animated tattoos. They may have blessings from their deity. Whatever you can imagine.
4. Questions
Once you have created your hero, other players then ask you questions about your hero. Exploring details about your hero's background lets you fill in the gaps and understand how your hero relates to the other heroes. You can revisit the Questions process many times after you start playing to refine your hero based on their new experiences.
Creating Quests & Realms
The gamemaster can create quests and realms in a similar fashion as players create heroes. They select vision images that represent aspects of the realm and use a Fortune Deck reading to inspire the nature of the realm or quest that the heroes will encounter, perhaps tying vision images to specific events or specific background characters that the heroes will encounter during play.
Book 2: Gamemasters
A full-color 400-page book to dive deeper into how to run Everway games.
Detailed guidance on how to run combat, handle wounds, design quests and realms, reward players with boons, and more.
Numerous new rules options to help gamemasters run games to their and their players' taste.
More than 100 new creatures to help populate your games.
4 ready-to-run quests (each the length of a full module) to get you started in your adventures quickly.
Beautiful full-color maps for each quest's realms: 17 maps total!
This book can also be used as a Fortune Deck by turning to a random page.
It may not be possible to ship very heavy items outside of the Mainland UK.
Released: 05 July 2022