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Your Favorite Weird Game- Time To Talk About the Weirdest RPGs You Know!
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<blockquote data-quote="Longspeak" data-source="post: 9231523" data-attributes="member: 7019284"><p>I never thought Everway was weird. I still don't think the <em>setting</em> is terribly unusual. But the mechanics... I can see it. The author was trying something, a game where trust in the GM was a vital part of resolution. The mechanics as written explicitly require the GM to make a lot of decisions. Decisions I think a lot of GMs make, but in Everway, these choices were baked into the rules of play.</p><p></p><p>Cards were NOT the key mechanic in task resolution. A lot has been said of them in other threads, and I love the concept... but really the cards were written to be the <em>backup</em> mechanic. Task resolution relied first on whether the GM thought you reasonably <em>could</em> succeed at a task, then whether or not you <em>should</em> succeed by the beats of the unfolding story. If neither of those suggested a clear outcome, then the cards would come into play. A card drawn from the fortune deck would be interpreted by the GM. This could be as simple as good/bad, but the GM was encouraged to apply the cards' meanings, elemental influences, astrological influences, and other things, all to decide whether or not you sweet-talk that guard...</p><p></p><p></p><p>I played Everway for years, and still love it. But... yeah. The mechanics could be pretty weird. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Longspeak, post: 9231523, member: 7019284"] I never thought Everway was weird. I still don't think the [I]setting[/I] is terribly unusual. But the mechanics... I can see it. The author was trying something, a game where trust in the GM was a vital part of resolution. The mechanics as written explicitly require the GM to make a lot of decisions. Decisions I think a lot of GMs make, but in Everway, these choices were baked into the rules of play. Cards were NOT the key mechanic in task resolution. A lot has been said of them in other threads, and I love the concept... but really the cards were written to be the [I]backup[/I] mechanic. Task resolution relied first on whether the GM thought you reasonably [I]could[/I] succeed at a task, then whether or not you [I]should[/I] succeed by the beats of the unfolding story. If neither of those suggested a clear outcome, then the cards would come into play. A card drawn from the fortune deck would be interpreted by the GM. This could be as simple as good/bad, but the GM was encouraged to apply the cards' meanings, elemental influences, astrological influences, and other things, all to decide whether or not you sweet-talk that guard... I played Everway for years, and still love it. But... yeah. The mechanics could be pretty weird. :) [/QUOTE]
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