Fantasy En'Counter - Der Online-Shop für Rollenspiele, Brettspiele, Miniaturen, Tabletops, Cosims, Trading Cards und mehr!

Fantasy En'Counter Logo
 

Fantasy En'Counter c/o Holger Willert  •  Gudulastr. 5 D  •  (Hofgebäude rechts hinten)  •  45131 Essen
Tel.: 0201 786877  /   0201 797743 (rund um die Uhr 24h Service)  •  Fax: 0201 797410  •  EMail: fanen@fanen.com

Einkaufswagen
Suche
Suche starten

Kategorien

Brettspiele
Rollenspiele
Tabletops / Miniaturen
Cosims
Kartenspiele
Magazine
Bücher
CDs
Figuren
Allgemein


Kataloge
(Rollenspiele)

Firmen
Produktlinien
Spiele nach Titel


Service
Warenkorb

Warenkorb / Kasse

Bestellbedingungen

Bestellungen und mehr

Bilder aller Art

Die Galerien - Bilder aller Art

Kontaktdaten

Kontaktdaten & Anfahrt

AGB

AGB

Impressum

Impressum

Datenschutzerklärung

Datenschutz-
erklärung


Seitenabrufe

237318999 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteRollenspieleProduktlinien (Rollenspiele)EverwayEverway - Visionary Roleplaying


In den Warenkorb legen...
Artikel in den
Warenkorb legen

Everway - Visionary Roleplaying

 

Hersteller: 

Wizards of the Coast

Produktlinie: 

Everway

Bestellnummer: 

WOC 3601

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

80,00 EUR

Anmerkungen:

 

Sammlerstück / Rarität

Produktbeschreibung

Everway is another forgotten game, a casualty of trying to bring innovation to the mainstream market (I could say it was something else, but I'd be lying). Produced by Wizards of the Coast before they bought TSR/D&D, Everway was meant to be a joining of CCG and RPGers. WotC basically wanted a RPG line that produced as much money as a CCG line (everyone knows this is impossible. Not even D&D brings in Magic: the Gathering money). So, in short, CCGers and RPGers wanted nothing to do with it, because CCGers and RPGers are completely different types of gamers.

And for RPGers, I think this was a mistake of dismissing a book by it's cover.

Everway is a city in the game, a city with a diverse history and culture. Everway is the place where the Walker's Pyramid lay, waiting to be finished. The Walker was a deity of some sort that could step between spheres (dimensions, worlds, etc), and everywhere he stepped, a portal was opened to that sphere. These portals couldn't be walked through by every random peasant, though. A spiritually dense type of people - called Spherewalkers - could make the trip like walking in between two rooms. These people walked all paths of life, from mighty wizards to lowly rat catchers, completely without defining marks or auras. The player's characters are all automatically Spherewalkers, and experienced ones at that.

Everway is called "Visionary Roleplaying" for good reason: it's chargen method, which is really it's claim to fame as far as I am concerned. The game comes with 90 Vision cards, which are simply art cards, which are used in conjunction with a Q&A round to help define a character's background and personality. For example, someone picks a card that looks like a woman dancing in the street. Then everyone takes turns asking questions about the picture, such as "Who is she?", "Why is she dancing?", "What town is this", etc. You actually don't need the cards, any art will do, but it's nice to see them included in the set.

On to the numbers: Characters get 20 points to divide up into their four attributes: Air, Earth, Fire, Water. Or perhaps I should call them Mind, Body, Speed, Soul, because basically that's what they are. It's a good attribute spread, the same that Unknown Armies used later on. Anyway, a player determines character's abilities by putting points in them. Average human is 3, best possible for characters looks to be 10. The traits are exponential, meaning that someone with Earth 4 is twice as strong as someone with Earth 3, and four times as strong as someone with Earth 2.

Every character also has four specialties, one for each element, which effectively adds 1 to his element score in situations where the specialty applies. So if someone with Fire 4 had the specialty Swordsmanship, whenever he was swordfighting, his Fire would be considered a 5.

If a player elects to not spend all his attribute points, he can place them in Powers and Magic. Every Everway character gets a free Power (besides Spherewalking) as a quirk, a little flair for the character.

Powers are pretty straightforward: powers that normal people don't have, like waterbreathing or poison immunity. Some of those 20 attribute points can be spent for Powers, which cost 1-3 points, depending on if it's frequent, major, and/or versatile. The free Power mentioned above can't be frequent, major, or versatile. There are many examples, but I won't spoil the rules here beyond what I've already said.

Magic is altogether a different beast, and probably the only strike I see against the system. To tell the truth, it is entirely too vaguely defined and handwavey to really be a useful addition to the rules, and personally I would handle magic in the same way Powers are dealt with, above.

Task Resolution: The game's effects resolve through three methods, which the author calls Kharma, Drama, and Fortune. Now, these aren't meant to always be used exclusively. They can often be combined by the GM.

Kharma: Kharma is pretty simple, whoever has a higher number in the relative element being tested is the winner. So if one character is swordfighting another, they compare Fires (obviously taking into account any relevant specialties). The higher one is the winner.

Drama: Drama basically dictates that whatever is best for the plot should happen. If the villian is supposed to get away, it is so. If the heroes are supposed to slay the dragon, it is so.

Fortune: Fortune is the randomizor of the game, as much as dice are to most other RPGs. It comes in the form of 36 tarot-like cards, which also have meanings when drawn reversed. So the deck has 72 possible results. These cards are interpreted by the GM, who explains how they effect the situation. If (for instance) the Nature (Life Energy) card is drawn in a swordfight, the participant most in tune with nature would most likely be the interpreted as winner.

I'll end this review with a full product description. This box set contains:

Playing Guide: 162 page softcover book detailing the character generation process and the setting of Everway.

Gamemastering Guide: 64 page softcover book detailing how to create quests and realms, as well as an example quest.

Guide to the Fortune Deck: a 14 page booklet describing the Fortune Deck's cards and their meanings (see below)

12 full color premade character sheets: These characters show the diversity of Everway characters, having a weretiger, fallen priest of a Fire god, 1/4 troll matter shaping woman, and they even threw in a ninja for taste.

2 full color maps: One foldout of the city of Everway, the other of the realm Bonekeep for use in the intro quest in the GM Guide.

11 full color blank character sheets: The only problem here is that they're so pretty I'd never want to use them.

1 grayscale blank character sheet: For easy copying, and handily impresses me with it's inclusion.

36 card Fortune Deck: Full color on cardstock. These cards are expected to be shuffled, and like most cards, can bend and tear rather easily in the heat of the moment. I remedied this situation by buying Deck Protectors and placing the cards within them before I ever shuffled the cards.

90 Vision cards: used in character creation, with several sample questions for the Q&A round on the back of each card.

6 Quest cards: These cards are used to enhance the intro quest

Warenkorb

Im Moment ist Ihr Warenkorb noch leer. Klicken Sie auf 'Kaufen' oder 'In den Warenkorb legen', um ihn zu füllen.


Newsletter

Anmeldung für unseren Newsletter

Abmeldung für unseren Newsletter