Currently Reading: "Everway - Visionary Roleplaying"

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. - Amazon Reader Review

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Joshua Aug 30, 2006

Bargain bin isn't too surprising, the game has a rocky history - from what little I understand: bad price point/timing, rush to turn MtG players into more diversified cash-cows, flush it when TSR/D&D merger looms...

I'm hoping to fit it onto the schedule for Erik's "MyApartmentCon" in October, that'll probably be my first chance to play it. If it goes well, I'll see about adding it to the local rotation after Shadow of Yesterday finishes.

I've heard (and this partly fueled my own interests) that people find the card/visual chargen useful for other games, even just as a springboard.