A Galaxy Even More Far Everway

Many years ago, one of the games I created was a space opera re-imagining of Everway.

Yes, that Everway, the game with all the gorgeous art cards, 3 completely separate action resolution systems, and metaphorical character stats. The RPG aimed at new RPers that completely failed to get noticed by non-RPers, and which was derided by existing RPers as too wishy-washy and new-agey. And which was therefore pretty much completely overlooked.

However, I still consider it one of the best RPGs ever made, particular among the “traditional” style RPGs—which Everway is, just barely. I love the metaphorical stats, the inspirational cards (did Epidiah get the Eidolons in Swords without Master from Everway? I should ask him), and the more mythical, poetic setting.

But, while I absolutely love Everway, and fantasy seems easier for gaming to me, science fiction has always been my preferred genre. Now, Everway doesn’t seem like a good fit for a hard-science fiction game—metaphorical holistic stats and tarot-like interpretive  cards just don’t feel like the right fit, to me. But for space opera? Sure!

The product of these efforts I dubbed “A Galaxy Far, Far Everway”. It’s a game of world-walkers in a futuristic, science-fictional multiverse, with characters that come from every possible future.

Recently, the owner of Everway contacted me and suggested I make this available again, so I did some digging and found my files. I’m uploading this basically as-is. It’s not a complete game. But it’s a playable game, at least if you’re familiar with Everway.


Adding Difficulties to Powered by the Apocalypse

I’m introducing a group to Ars Magica—they’d all heard of the game but not played it. Two out of three of this group are generally more comfortable with storygames, and one of them was primarily interested in Ars Magica because of the shared/rotating GM structure. After our first session, they asked if it would be possible to have a flexible free-form magic system like Ars Magica in a Powered by the Apocalypse game.

I of course immediately said ‘no’, because PbtA doesn’t have difficulty levels, and doesn’t even really have rated skills in most iterations. Generally, either you can do a thing or you can’t, and if you can do it you do it just as well as someone else does.

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Game Chef 2013 Design Notes

One of the things I prefer to put into a Game Chef entry is at least a little bit of commentary on the design–process, reasons, maybe discarded ideas. This year, I didn’t have time, so I’m putting the commentary up here.

First of all, here’s a link to my Game Chef 2013 entry, (D)Evolution Terraforming, Inc.

The mechanics are inspired by Swords Without Masters, Durance, and Zero, with a significant helping of my own ideas, and with the number of scenes for a game based on my experiences playing Fiasco and Project Ninja Panda Taco.

The setting & tone are inspired primarily by Office Space & Hyperdrive, perhaps salted with a few bits of Brazil, Fawlty Towers, and Red Dwarf.

Now on to the notes.
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Polishing Four Colors al Fresco

I just sent off an email to the person outside of the designers who best knows Four Colors al Fresco. I’m trying to polish a couple rough edges (Masterminds, character advancement, gaining Storypath cards), and hoping he can put together a playtest group and help me out. But if anyone else out there can do the same or has played before and discovered/invented a solution—or just has an idea from reading this—please feel free to chime in.

Following is the slightly-edited message I sent.

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Losing at Mechaton

Well, as usual, I lost when we played Mechaton. In fact, this time around, I didn’t just not-win–I was the first to be eliminated, and was the only one to end the game without a single mech still standing, and not even my own station still on my side.

Mr. Green 7
Mr. Green, flexin’ his claws

And I had a blast getting there! I’m not sure whether that speaks to the awesomeness of Vincent’s game, or just to the awesomeness of blowing up little Lego robots with other little Lego robots, but I never fail to have fun with Mechaton, no matter how the game goes.

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