I haven't fully developed my rules variant for EverMyst, a Fate hack merging the meta settings of Everway and of Myst. My grasp of Myst lore is pretty tenuous but this game will incorporate ideas both from original source material of the point and click games and novels, as well as that of the Fate-powered Myst game, Unwritten. (The latter seems to take many liberties with the Myst universe, but seems to be internally consistent enough and provides interesting new background material)
The core game is basically Fate, with Elements in place of skill pyramid or Approaches, and I intend to lean HEAVILY on the Fate fractal to keep statting to a minimum fraction of game time, particularly as I'll be acting as both GM and an ensemble cast of heroes and villains who may cluster into parties or break up and reform at any point based on how cool and sensible it seems at any moment in play. Think Marvel Heroic/Cortex Plus notion of splitting the party NOT being verboten, and in particular the ever-changing cast and party composition in Final Fantasy VI. (known to many in the West as FFIII originally)
The character creation rules for EverMyst are mostly inspired by those of Everway itself and its point distribution across Elements, Powers and Magic. As elements in EverMyst are essentially replacements for skills/approaches, we need to constrain their scores in a way similar to Everway, allowing for epic heroes who shine in one or two areas but need to lean on the squad in others. As there are only 4 elements, I've also decided to incorporate Everway's specialties, which are heavily context-dependent extra bonuses beyond the bonus always awarded when taking an action using a given element. In this respect, elements might even be thought of as replacing the 4 basic actions that Fate encompasses, though they're still always mechanically behaving like Create Advantage/Overcome/Attack/Defend and utilize the same 4 outcomes as Fate.
I really haven't created a single character beyond some onion paper-thin sketches of archetypes and the notion of a sort of party leader/sage guide (the "Growth Walker", who has learned seemingly all the general knowledge of the realm we begin the game in) to a host of younger "middlings" who are coming of age and must leave their tribe to learn of the world as a whole in order to assure the continued survival of their tribe in a world of merciless nature and merciless peoples. The realm itself: a vast desert that may even encompass the entire sphere of Grehn, the majority of the world's fecundity trapped by some magic or artifice of the Lords of Oasis, the enormous and diverse capital city the explorers must eventually visit during their travels.
I'm also incorporating the notion of a coalition of inter-world spherewalkers hell-bent on conquering every sphere - and yoking its populace as enslaved soldiers at best, or Matrix-style energy sources at worst - in a quest for ever-more power and immortality. This coalition is at war with traditionalist, benevolent egalitarian spherewalkers who tend to live among the people of their worlds rather than reigning over them. This idea was something I'd planned on incorporating into an Everway game I plotted out a few years back but never played.
The parallel ideas of Everway's spherewalkers, gates and spheres with that of Myst's Art, linking books and Ages is fertile ground for exploring the philosophical questions around the Art: is it ever truly creating new worlds, or merely specifying more particularly-described existent worlds in an infinite multiverse? Are gates and books somehow related? What is the true origin of the gates, and what truth or myth is there to the Walker who is said to have created them as he/she steps from sphere to sphere?
Anyway I'm really digging the idea, whatever anyone else may think. Here's a Gdoc export of some of my notes so far:
https://docs.google.com/document/d/1SX20ZdjSHm5Q1ZNIrb60JekLRXBVlUQ5M8A1jUvRHoU
Thursday, November 9, 2017
I haven't fully developed my rules variant for EverMyst, a Fate hack merging the meta settings of Everway and of Myst. My grasp of Myst lore is pretty tenuous but this game will incorporate ideas both from original source material of the point and click games and novels, as well as that of the Fate-powered Myst game, Unwritten. (The latter seems to take many liberties with the Myst universe, but seems to be internally consistent enough and provides interesting new background material)
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Man, I love Everway! It has hands-down the best character inspiration system I've ever seen. The cards are genius, too, have you considered using them as part of your oracles?
ReplyDeleteTam H I plan on using Vision cards as originally intended for character creation as well as sparking plot ideas. (there's prob some Boris Vallejo/Julie Bell/Ken Kelly/Frazetta cards in there, too, though they lack questions to prompt player creativity - which was the innovation w Vision cards)
ReplyDeleteMy Fortune deck, though, I worry destroying the cards at this point. It might end up my very first set of sleeved cards! Seriously, I made sure to snag blackmarket scans of all 3 Everway books years ago because I'm worried my original 1995 copy books are beginning to come unbound! Hopefully Jonathan Tweet is cool with that. I don't really care what WotC thinks at this point, but I thank them for having the guts to publish something so outside the norm, and before they were quite the juggernaut they became.
It's not as wide-ranging or prescribed w ideas on interpretation, but I do plan on relying on the arcana of the Fate Deck, which - like tarot or the fortune deck - have upright and inverted forms, an idea dear to my heart. Like the Fortune deck, the Fate Deck has actual meanings stamped on the upright/reversed readings, something I've not seen on tarot but I think they could desperately use. As a total tarot newbie it's kinda exasperating trying to interpret the many variants of suits/ranks and arcana and such without an app to guide me.
Merely because I'm obsessive/paranoid about misinterpretation of my meaning or representation of self: I in NO way infer actual IRL significance to the random fall of the die or draw of the card, beyond significance I choose to map to my [real or imagined] life, and scrying is purely a fun pastime rather than mysticism.
Side note: Writer's Dice iOS app is busted on current iOS. I guess I'll have to fail to be creatively productive with some other app for now.
Ha, I missed the original cards! I have a python script that simulates the deck. And yes, I had the exact same experience with Tarot -- have you seen "Oracle cards"? There's a level ton on Amazon, usually with meanings and often with reversals. Might work in a pinch, and you can often find card lists on blogs.
ReplyDeleteEverway is almost a perfect Lone Wolf system for me. The Magic system is just a bit wonky though.
ReplyDeleteWow, are you in my head? Mystic Empyrean is another one of my favorites. No need to proselytize here. I really like this game, both crunch and fluff. I would even consider it to be a spiritual successor to Everway, in many ways.
ReplyDeleteAlways nice to meet new kith!
ReplyDeleteCheers. By the way, how would you do a mortals/non-Eidolon version of Mystic Empyrean?
ReplyDeleteI've been playing around with Everway-style character generation quite a bit, it's definitely my favorite part of the system. You're right, the frequent/major/versatile is genius.
ReplyDeleteI think my favorite takeaway is the idea of Fate/Karma; it's something I've seen in many games, but it's just divided up very overtly in Everway, in a way that's easy to grasp.
Essentially, "Does the fiction indicate the resolution? Ok, that happens. If not, you can decide to roll."
Everway actually got me on a kick of designing card-based for a while, haha. Nothing beats the perfection of "Drowning in Armor" though!
It's funny that ME uses "eidolon" too. That's what I named my Everway-inspired game!
Peter J I imagine just using character element scores as less literal powers and more just the "types of actions I'm good at" scores like Everway does would work just fine. Accounting for the scores of a given realm might reflect the relative danger of these sorts of actions, or maybe it reflects the presence of the literal elements in a given region or something. I don't think it needs to be over thought/overwrought, but maybe that's too lightweight for some tastes.
ReplyDeleteI would love to see an actual play of any solo Fate game. I haven't been able to figure out how to make Fate work as a solo yet, without getting really clunky results.
ReplyDeleteHave you seen this one?
ReplyDeletenoonetoplay.blogspot.com - Playing Fate Solo — An Experiment, part 1
Good stuff.
No, I haven't. I'll check it out, thanks.
ReplyDelete