Everywhen Fantasy; Science Fiction; Psychological; Narrative-Driven; Collaborative Worldbuilding; Exploration-Driven

Everywhen is a generic tabletop roleplaying game (RPG) built upon the foundation of Barbarians of Lemuria, designed to offer a versatile toolkit for Game Masters (GMs) to create campaigns across various genres. It distinguishes itself through its streamlined character creation, involved conflict mechanics, and modular design, aiming for a balance between simplicity and depth. Everywhen emphasizes ease of use and adaptability, making it suitable for both novice GMs and experienced players looking for a system that can handle diverse settings without complex rules overhead.

Theme and Setting Versatility

Everywhen is explicitly designed as a generic RPG, meaning it doesn't come pre-packaged with a specific setting. This makes it adaptable to various themes, including fantasy, science fiction, psychological thrillers, and narrative-driven collaborative worldbuilding. The core book does include mini-settings as examples, such as a swords and sorcery fantasy world and a modern-day setting involving supernatural creatures. The game's supplements further expand this versatility, introducing elements like cyberware for a cyberpunk setting or expanded psionics for science fiction themes.

Core Mechanics and Rules

The core mechanic revolves around rolling 2d6 and adding relevant attribute or career scores, which typically range from 0 to 3. This simplicity extends to character creation, which avoids being "front-loaded" with excessive complexity. Characters are defined by four core attributes, four combat attributes, and a list of Careers representing their past and present experiences.

Combat and other conflicts are resolved using a unified conflict mechanic. More complex scenarios, like vehicle chases or hacking attempts, utilize a "dramatic challenges" system, balancing challenge and penalty dice to represent risk and reward. The game employs a Lifeblood track to manage health, differentiating between fatigue, normal, and lasting damage, each with varying healing rates.

Unique Aspects of Everywhen

Everywhen stands out due to its balance between simplicity and depth. Unlike more complex systems like GURPS, Everywhen avoids overwhelming players with options during character creation. Compared to narrative-focused games like Fate, it provides more structured mechanics for conflict resolution. The absence of a traditional skill system is a unique design choice. Instead of a skill list, Careers reflect a character's history and capabilities.

The game's modularity also distinguishes it. GMs can easily adapt the system to different settings by modifying career lists and including or excluding specific boons and flaws. This makes it easier to create balanced games without needing to extensively rewrite the core rules.

Target Audience and Player Experience

Everywhen is targeted at both novice and experienced players and GMs. Its straightforward rules and adaptable framework make it accessible to those new to tabletop RPGs. Experienced GMs will appreciate the system's flexibility and ease of customization for creating unique settings and campaigns.

The player experience is designed to be collaborative and narrative-driven. The Careers system encourages players to develop rich backstories for their characters, while the unified conflict mechanic promotes engaging and dynamic gameplay. While the game provides tools for detailed combat, it also supports social conflicts and exploration, catering to different play styles.

Everywhen logo

What do players think?

Everywhen is a universal role-playing game (RPG) system based on the Barbarians of Lemuria ruleset. It is highly recommended for its flexibility, adaptability, and ease of use. The system allows for a wide range of settings and play styles, with a focus on story and character development. It offers a variety of options for adjusting the level of simulation or ease of use, and allows for different dice combinations. The career principle is a unique feature that gives players a clear vision of their character. The system is quick to set up and easy to master, with a fluid gameplay. However, some users found it to be more of a collection of optional rules rather than a cohesive system, and felt that it left the Gamemaster with a lot of work to do. The art throughout is simple but solid, and the writing and layout are serviceable. The system also includes a variety of rules and systems to support the Gamemaster, including an optional mental resolve track, rules for mass battle, hazards, journeys, investigations, inventions, and hacking. Despite some criticisms, many users are positive about the system and find it to be good value for money.

Related TTRPG Games

Compare Everywhen with other great ttrpg games.

Dread logo

Dread

Dread and Everywhen both prioritize storytelling and cooperative gameplay, yet they differ significantly in mechanics and atmosphere. While Dread employs a tension-based system using Jenga towers to create suspense in horror scenarios, Everywhen allows for more flexible, narrative-driven roleplay with a focus on collaborative world-building and turn-based mechanics. For example, instead of the physical tension of pulling Jenga blocks in Dread, players in Everywhen may engage in a shared dialogue to shape characters and events at their own pace.

Monster of the Week logo

Monster of the Week

Monster of the Week and Everywhen both explore supernatural and mystery elements, but while Monster of the Week employs a structured, narrative-driven approach rooted in the Powered by the Apocalypse system, focusing on team-based investigation and horror themes, Everywhen offers a more flexible framework that emphasizes freeform storytelling across different time periods, allowing for unique world-building and character development. For example, in Monster of the Week, players typically operate within episodic sessions to tackle specific monsters, whereas in Everywhen, the focus is on the broader tapestry of events and choices that can span various timelines and scenarios.

Savage Worlds logo

Savage Worlds

Savage Worlds and Everywhen share elements of narrative-driven gameplay and collaborative worldbuilding, but they differ significantly in their mechanics and play styles. While Savage Worlds utilizes a tactical combat system with a focus on fast-paced action and character classes, Everywhen emphasizes a more fluid and narrative approach, allowing for greater player agency and less reliance on traditional combat mechanics. For example, whereas Savage Worlds often incorporates initiative rolls for turn order in combat, Everywhen may allow players to narrate their actions in a more seamless manner, promoting storytelling over structured turn-taking.

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