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Everway is a fantasy role-playing game[1] first published by Wizards of the Coast under their Alter Ego brand in the mid-1990s. Its lead designer was Jonathan Tweet. Marketed as a "Visionary Roleplaying Game", it has often been characterized as an innovative piece with a limited commercial success. Wizards later abandoned the line, and Rubicon Games purchased it, and published several supplements. The line was sold again to Gaslight Press in February 2001.

Samuel Bear Brown is currently writing a novel based on the suggested first campaign in the player's handbook.[citation needed]

The game has a fantasy setting of the multiverse type, with many different worlds, some of which differed from generic fantasy. It appears to have been heavily influenced by divinatory tarot, the four classical elements of ancient Greece, and mythologies from around the world.

Everway was first with implementing, in a commercial game, several new concepts including much more picture-based/visual source material and character creation than usual. Like other works by Jonathan Tweet, the rules are very simple and flexible. It is also one of a few diceless role-playing games. Although the Fortune Deck works as a randomizer, the results obtained by it are entirely arbitrary and subjective, and the GM's absolute power over the game is further emphasized by the three resolution systems: Karma (the higher character ability wins, modified by situation), Drama (the GM decides what happens, by what they think most appropriate), and Fortune (more or less the same as the above, with interpretation flavored by a card draw). The original edition contained the "Fortune" deck of thirty-six cards, used for "divination" and action-resolution, as well as ninety "Vision" cards used as source material. Each Vision card depicts a fantastic scene of some sort and is backed with a series of leading questions such as, "What does this person most enjoy?" or "What's the worst thing that could happen in this situation?" The game's box also had three books of source material and game-playing tips: a Player's Guide, Game Master's Guide, and Guide to the Fortune Deck.

The Fortune cards were illustrated by Scott Kirschner and Jeff Miracola.



The official setting for Everway revolves around heroes with the power of "spherewalking," traveling between worlds called "spheres." Spheres typically cosist of many "realms." The city of Everway is located in a realm called Roundwander, in the sphere called Fourcorner. Roundwander is the only realm in Forcorner that is described. There is some detail on the sphere's main city, Everyway, which contains a stone pyramid, a set of family-oriented guilds, and various exotic events related to the city's position as an interdimensional trading center. Several dozen other spheres are described as one-sentence blurbs, a few as page-long summaries, and one in detail as the setting for a sample adventure, "Journey to Stonekeep." The theme is strongly fantasy-oriented as opposed to science fictional, with advanced technology explicitly forbidden in the character creation rules. The authors gave significant thought to anthropology by describing how the people of various spheres live, including many similarities across cultures. Some of these common features are entirely realistic (language, art), and others plainly related to the game's fantasy elements (magic, knowledge of the Fortune Deck). Nearly all spheres are inhabited by humans, with mostly realistic physics.

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