Designer(s) | Jonathan Tweet |
---|---|
Publisher(s) | Wizards of the Coast, Rubicon Games, Gaslight Press, The Everway Company |
Publication date | 1995 |
Genre(s) | Fantasy |
System(s) | Custom |
Everway is a fantasy role-playing game[1] first published by Wizards of the Coast under their Alter Ego brand in the mid-1990s. Its lead designer was Jonathan Tweet. Marketed as a 'Visionary Roleplaying Game', it has often been characterized as an innovative piece with a limited commercial success. Wizards later abandoned the line, and Rubicon Games purchased it, and published several supplements. The line was sold again to Gaslight Press in February 2001. The line is currently with The Everway Company, which is working on both a Silver Anniversary Edition and 2nd Edition.
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The game has a fantasy setting of the multiverse type, with many different worlds, some of which differed from generic fantasy. It appears to have been heavily influenced by divinatory tarot, the four classical elements of ancient Greece, and mythologies from around the world.
Everway was first with implementing, in a commercial game, several new concepts including much more picture-based/visual source material and character creation than usual. Like other works by Jonathan Tweet, the rules are very simple and flexible. It is also one of a few diceless role-playing games. The Fortune Deck works as a randomizer and inspirational tool, and the results obtained by it are highly subjective. 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 tabletop RPG community. Tweet's adjudication terms are: Karma (making a decision based on character abilities, tactics, and the internal logic of a fictional situation), Drama (making a decision based on what moves the story along), and Fortune (letting a randomizer — drawing a card in Everway, but could also refer to rolling dice in other games — determine the outcome).
Description[edit]
Everway was a boxed set designed by Jonathan Tweet, Jenny Scot], Aron Anderson, Scott Hungerford, Kathy Ice, Bob Kruger, and John Tynes, with illustrations by Doug Alexander, Rick Berry, Daniel Gelon, Janine Johnston, Hannibal King, Scott Kirschner, Ed Lee, John Matson, Martin McKenna, Ian Miller, Jeff Miracola, Roger Raupp, Andrew Robinson, Christopher Rush, and Amy Weber, and cover art by Susan Harris
The components included:
![Everweb 2 90 Everweb 2 90](https://i.ytimg.com/vi/9Orajp06IK4/maxresdefault.jpg)
- 162-page Playing Guide
- 64-page Gamemastering Guide
- 14-page Guide to the Fortune Deck
- 90 Vision cards (each depicts a fantastic scene of some sort and is backed with a series of leading questions such as, 'What does this person most enjoy?' or 'What's the worst thing that could happen in this situation?')
- 36 Fortune cards (used for 'divination' and action resolution, illustrated by Scott Kirschner and Jeff Miracola)
- four source cards
- six Questy cards
- 24 full-colour character sheets
- 16' x 11' Bonekeep map and 8' x 11' city map
- plastic trays to hold cards
- box
Setting[edit]
The official setting for Everway revolves around heroes with the power of 'spherewalking,' traveling between worlds called 'spheres.' Spheres typically consist of many 'realms.' The city of Everway is located in a realm called Roundwander, in the sphere called Fourcorner. Roundwander is the only realm in Fourcorner that is described. There is some detail on the sphere's main city, Everway, which contains a stone pyramid, a set of family-oriented guilds, and various exotic events related to the city's position as an inter-dimensional trading center. Several dozen other spheres are described as one-sentence blurbs, a few as page-long summaries, and one in detail as the setting for a sample adventure, 'Journey to Stonekeep.' The theme is strongly fantasy-oriented as opposed to science fictional, with advanced technology explicitly forbidden in the character creation rules. The authors gave significant thought to anthropology by describing how the people of various spheres live, including many similarities across cultures. Some of these common features are entirely realistic (language, art), and others plainly related to the game's fantasy elements (magic, knowledge of the Fortune Deck). Nearly all spheres are inhabited by humans, with mostly realistic physics.
Character creation[edit]
Character design is abstract and simple by most role-playing games' standards. Each character begins with twenty points to divide between four Element scores roughly equivalent to statistics for Strength (Fire), Perception (Water), Intelligence (Air) and Endurance (Earth). Scores range from 1 (pathetic) to 3 (average) to 10 (godlike), so a generic hero would have scores of 5. Each Element also has a specialty for which a character can get a 1-point bonus; e.g., a 5-Air hero with an Air specialty of 'Writing' could write as though their Air score were 6. As a general rule a statistic of N is twice as capable as a level of N-1, where this makes sense. (A 5-Fire, 5-Earth hero can typically defeat two 4-Fire, 5-Earth enemies, or handily defeat a 3-Fire, 5-Earth character in foot race, but cannot necessarily run twice as fast even though speed is governed by Fire.)
Each character also has Powers representing unusual abilities. These cost from 0 to 3 or more points depending on whether they should be considered Frequent, Major (or even 'Twice Major', for especially powerful abilities that significantly affect gameplay) and/or Versatile. For instance, a 'Cat Familiar,' a slightly intelligent cat, is arguably worth 2 points for being Frequent (usually around and often useful) and Versatile (able to scout, carry messages, and fight). A 'Winning Smile' that makes the hero likable is worth 0 points because of its trivial effect, while a 'Charming Song' that inspires one emotion when played might be useful enough to count as Frequent (1 point). There is no strict rule for deciding what a Power is worth. Each hero can have one 0-point Power for free; additional Powers that would otherwise cost 0 points instead cost 1.
Magic is also abstract. A hero wanting access to magic, as opposed to a few specific Powers, must design their own magic system. This is done by choosing an Element for its basis, which affects its theme; e.g., Air is associated with speech and intellect and would be suitable for a system of spoken spells gained through study. The new Magic statistic has a 1–10 rating and point cost, and can be no higher than the Element on what it is based. The game's rules suggest listing examples of what the magic system can do at each power level, working these out with the GM. It is suggested that most characters do not need magic and that it is not suitable for new players.
Finally, each hero has personality traits based on the game's Fortune and Vision cards. 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). These three cards can change to represent new phases in the hero's life. There is a list of suggested Motives for why the hero is adventuring, such as 'Adversity' or 'Wanderlust', but this feature has no gameplay effect.
Equipment such as weaponry is handled completely abstractly, with no specific rules for item cost, carrying capacity, or combat statistics. 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[edit]
To decide what happens, the GM considers the rules of Karma (characters' abilities, tactics, logic), Drama (the needs of the plot), and Fortune, the result of a card drawn from the Fortune Deck. Many of these cards are based on the 'Major Arcana' of tarot divination, such as 'The Fool' and 'Death', but the deck includes original cards such as 'Drowning in Armor' and 'Law.' As with the Tarot deck there is symbolic art and each card has two complementary meanings when upright or reversed (while face up). The meanings are printed on the cards (e.g., 'Protective Measures Turn Dangerous' vs. 'True Prudence' for 'Drowning in Armor') and explained more fully in the game's books. The rules are flexible about how often the GM should consult the Fortune Deck, whether the cards should be shown to players, and how much influence the draw should have—it is entirely acceptable for the GM to never use the deck at all, if she so desires. Though cards sometimes have obvious interpretations for the context in which they are drawn, the rules explain that sometimes they are best read simply as 'a positive (or negative) result.'
Although the Fortune Deck resembles (and can be used as) a fortune-telling device, Everway treats the Deck only as a storytelling device and an element of the fictional setting. It does not in any way endorse 'real' fortune-telling or other supernatural concepts.
Reception[edit]
In the December 1995 edition of Dragon (Issue 224), Rick Swan was surprised by Wizard of the Coast's choice of the very different Everway to enter the role-playing game market: 'Everway is so far out of the mainstream, it’s barely recognizable as an RPG. For starters, it has no dice. It has no tables or charts. A deck of cards directs the flow of the game. Monster bashing, treasure hunting, dungeon crawling—bye-bye; Everway is pure narrative.' Swan liked the 'first class' production values of the components, but found the maps 'lifeless'. Swan was a big fan of the diceless system, saying, 'It makes for a brisk game, and Everway, to its credit, plays at blinding speed.' But Swan was concerned by the how the game placed an unreasonable onus on the improvisational skills of both the gamemaster and the players. He concluded by giving the game an average rating of 4 out of 6.[2]
Reviews[edit]
- Shadis #25 (March, 1996)
- Pyramid #17 (Jan./Feb., 1996)
References[edit]
- ^Staff (March 1996). 'Review: Everway'. Shadis (25).
- ^Swan, Rick (December 1995). 'Roleplaying Reviews'. Dragon. TSR, Inc. (224): 34–37.
External links[edit]
- Everway section of Gaslight Press' web site
- Everweb (large resource collection)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Everway&oldid=948539413'
For Individuals & Small Groups
The retreats in this column are for a single person (Yes, you might have the place to yourself!) or 2 people coming together. These retreats are reserved by contacting us to find available dates. When we have found an open date that works, we will help you finalize registration. Please note that weekends book up quickly, but weekdays are available, too. Scheduling in advance is very helpful. (Any of these retreats can be silent upon request.)
Group Retreats: On Hold
Due to the pandemic, we have paused group retreats until further notice. Please check back again for updates.
Breathe, Worry Is Not Needed
Cabin: $285, plus tax
Camping: $255, plus tax
This pure immersion in nature includes customized classes to support healing and vitality. Bathed in the green of the season, you’ll soak up the beautiful gifts that are True Nature. With no hurry, watch the morning sunlight on the awakening pond. Hear the song birds greeting you through the day. Take a stroll in the meadow or peek at what’s growing in our organic garden. Step by step, allow yourself to Be! This retreat includes:
• One night's lodging
• 3.5 Hours of private instruction in meditation, Self-Breema and yoga. (Classes are held outside on our new deck by the pond.)
• Dinner, Breakfast, Snacks, Tea and Coffee
• A solitary experience of True Nature (no other guests will be here during your retreat), plus access to nearby, woodsy trails.
• Two weeks of of online support via our Light of the Heart audio and video library. You’ll have full access to videos of yoga and Self-Breema classes, meditation audios and talks about how these practices relate to everyday life. The aim is to give you to the boost to keep going after you’ve gone home.
One Night Holistic Treat
(Featuring an early arrival for a longer stay)
Cabin:$390, plus tax
Camping: $360, plus tax
This retreat provides abundant sustenance in a one night visit, with an early arrival, so you have more time to settle in and fully enjoy this magical haven in nature. With more class support and treatment time than the Quiet Mind retreat, this is a beautifully-enlivening and enriching choice and includes:
• One night’s lodging
• Lunch, dinner and breakfast on the morning of departure
• 90-minute massage therapy
• 30-minute Breema bodywork treatment
• 90-minute individual yoga class
• 90-minute group yoga class (Wed. arrivals only)
• 120 minutes Meditation & Self-Breema
HeartSpace (2 & 4 Night Options)
A Holistic Program for Eating Disorders
Serving Patients & Loved-Ones
Quiet Mind, Open Heart, Vital Body Gopanel 1 9 3 – manage web servers hosting.
Cabin: $295, plus tax
This simple and nourishing retreat provides some of the best of what we offer, at a reduced rate. It includes:
• One night’s lodging
• Dinner and breakfast
• 90-minute individual yoga or Self-Breema class
• 60-minute massage therapy
• 30-minute Breema bodywork treatment
• Meditation - 60-minutes one-on-one time to help “take your retreat home.”
We will work with you to schedule your solo time for meditation, yoga or Self-Breema. Of course, you will also have time to wander in nature or skip stones on the pond. Part of the transformation is simply dropping your worries and letting yourself fully be here.
Simple Life 101:
Peace + Tools to Take it Home
Cabin: $535, plus tax
Camping: $475, plus tax
Step one of this retreat is to unplug, literally. We will gladly take care of your cell phone (we will make arrangements to receive emergency calls for you), and you get to take a break from email. The constant stimulation of our modern world has played a major role in our disconnection from our own natural wisdom and vitality. Reconnect to THAT!
This retreat is great for beginners who have never meditated, or for long-time meditators who wish to re-enliven their practice. The aim of this retreat is to give you a lot of support to have your own practice when you go home. It includes:
• Two night’s lodging
• 2 dinners, 2 breakfasts and 1 lunch
• 120-minutes Meditation/Self-Breema instruction and
one-on-one support to develop and sustain your practice
• 45-minute gentle yoga class
• 60-min. massage treatment with foot reflexology
• 60-min. Breema bodywork treatment
• 60-minutes getting comfortable with walking meditation
• 60-min. Guidance for bringing meditation and Self-Breema to your
specific day-to-day activities
Simple Life 102:
A New Retreat for a New World
Cabin: $585, plus tax
Camping: $525, plus tax
Go even deeper, revitalize and head home with substantial tools to keep a daily practice alive. We’ll teach you how to take care of yourself and to build a routine practice of your own using the arts we know best - yoga, meditation and Self-Breema exercises. With this two night option, you’ll have even more time to settle in and receive the beauty of being here on this vibrant land. We find that with two nights of retreating, extra tension drops away and gratitude blooms. This retreat includes:
• Two night's lodging
• A full 7 Hours of private instruction in meditation, Self-Breema and yoga. (Classes are held outside on our new deck by the pond.)
• 2 Dinners, 1 Lunch, 2 Breakfasts, Snacks, Tea and Coffee
• A solitary experience of True Nature (no other guests will be here during your retreat), plus access to nearby, woodsy trails.
• 30 Days of online support via our Light of the Heart audio and video library. You’ll have full access to videos of yoga and Self-Breema classes, meditation audios and talks about how these practices relate to everyday life. The intention of this is to help you truly build a regular practice that serves as a foundation for your life.
Everweb 2 90 Movies
Holistic Staycation
Everweb 2 90 Speed
* Monday - Friday
Cabin: $1,150, plus tax
Camping: $1,030
2/90 Sign Systems
Why not stay in Ohio for a holistic vacation? Our 4 day/4 night staycation is full of nurturing goodness, like yoga and meditation classes every day, 4 total hours of massage therapy or Breema bodywork and delicious, healthy meals featuring organic vegetarian fare. Explore the country roads in your free time or relax with a book in your cozy room - all without leaving Ohio!
Includes:
• Four night's lodging
• All meals from lunch on Monday through breakfast Friday
• Two 90-minute yoga classes
• One 120-minute yoga class
Everweb 2 90 Full
• One small group yoga class (90 minutes)
• Four 60-minute meditaton/Self-Breema classes
• Three 30-minute meditation sessions
• Four 60-minute Massage Therapy or Breema bodywork treatments
• A plentiful portion of vital nature!
True Nature
In the Heart of Holmes County, Ohio
Everweb 2 900
Phone: 330-473-0402 or 330-814-9797
Email: [email protected]
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Overnight Retreats at True Nature
* Please take time to read all of the details below *
Bettertouchtool 2 312 – customize multi touch trackpad gestures. Our retreats are profoundly nourishing, healing and offer a new level of support for taking these practices back into your daily life. You'll have plenty of space and ample fresh air, and you'll be the only guest here throughout your stay. Safe, sacred and beautiful - these are hallmarks of what we offer.
During this time, our retreats will have the following changes to help keep you healthy: Lodging will be in our cabin by the pond or camping. If you prefer, you may book lodging separately at Inn at Honey Run - just 1/2 mile away or with another nearby lodger. All classes and treatments will be given on our new covered deck by the pond, and both therapist and recipient will wear masks. Please note that we now offer some retreats without treatments.
Our outside shower (yes, plenty of hot water) is an amazing experience with the sky as your roof! Its grey water system is simple and kind to the earth. As you probably know, we are composters and live GREEN. Our composting toilet cabin is not your old-fashioned outhouse, but has a state of the art system that is both clean and odorless.
Scroll down to review our overnight retreats, and please note that prices do not include tax. These retreats are offered year-round, on both week-days and weekends. To register, simply fill out our short online registration, and please include specific dates you are inquiring about. We will be in touch as soon as possible. You can also email us with questions or call 330-473-0402 or 330-814-9797.