|
Basic Elements of the Game
More About Magic Powers as Magic
|
A Visionary Role Playing Game |
|
Everway combines two things that I love very much; art and role-playing. The Game was written by Jonathan Tweet and published by Wizards of The Coast in 1995, and was supposed to bridge the gap between Magic the Gathering and Role-Playing, as it used art cards and a loose rules style. It was not Magic the RPG, but something else entirely, something no one expected and something no one was sure how to sell. Called Visionary Role-Playing, Everway was my first experience with Narrativism, a story centric style of gaming. RPG's have varying degrees of emphasis on story, Everway has the most emphasis on story of most games that I know. That to me was innovative, and pretty darn cool. Everway has had some rocky weather, it was sold to Rubicon Games first and then sold again to Gas Light Press who have intended to put out a 2nd edition, but so far it is still only available in the Wizards of the Coast Box Set. One of the most appealing things about Everway is Character Creation. Instead of sitting down with abstract numbers and some dice trying to define a prop for you to play, Everway uses art images to help you flesh out who you want to be. Then you get to tell a story before play even begins, and by telling a story you have a clearer idea of who your character is.
|