| Digital Art / Drawings / Fantasy | ©2010-2013 ~TazioBettin |
The Journal Portal
Browse Journals |
Polls |
deviantART [dee·vee·un'nt·ART]
Keep in Touch!
|
Deviousness |
You're really successfull in capturing the "spirit" of the game and the character.
Great job !
On one side, it's horrible. All the responsibility of the fun is in the hands of the GM, players have no way whatsoever to be protagonists of a story because they have no control on it.
But that's the same with any rpg with dice of the old type (Vampire, GURPS, you name it).
On the other hand, Everyway is disharmingly honest about it and does not try to hide it like the others do.
Plus, the character creation phase is simply wonderful, and very innovative even today, as it is a shared task and the questions are supercool.
If one were to find a way in which players can wrestle some of the narration authority from the GM, and also add flags, i.e. things that are expected from players to come into play, that'd make the GM's task much easier and more fun. And the game would be mindblowing.
For the year in which the game has been published, it was the most innovative. It is a really different game from the rest. But... as it is now, it's not fun to play and extremely encumbering for the GM. But. It still has much to teach us and very very cool things.
I mainly consider it for its historical value, which is way greater than people think. And if I were to find a way to make it fun to play it by tweaking something, well, I wouldn't hesitate playing it again and again (while I won't even just consider playing traditional rpgs ever).
So as I said, mixed feelings
We played with two decks of cards and after some practice they were able to use their own set to interpret their actions without my guidance.
It was one of my most pleasant experience as game master and I hope to do it again.
And you are right the character creation is one of the coolest.