Do you remember when you first heard of tabletop RPGs? Do you remember what first attracted you to them? If you are anything like me, the idea of being a fantasy hero on epic quests in a world that we created together at the table was absolutely mind-blowing.
But soon I realized that the stories we wanted to tell clashed with the rules we used to tell them. There was a disconnect between the promise offered by the art and the setting, and the experience delivered by the game itself. We had a lot of fun still, mind you, but that was in spite of the hurdles caused by the mechanics.
Stop me if you've heard this before:
Player: "Can I try to..."
GM: "You used that action already."
Player: "What if I..."
GM: "There's a penalty because..."
Player: "Well then, can I..."
GM: "No, only on level 5"
Player: *sigh* "Ok... I guess I'll just swing my sword, then"
It took me 30 years and more than 30 games published to give this one a go. What if we could actually live the promise that those book covers sold? What if we could offer new players the experience they think they will have with that one game, without the frustration of a ruleset that says 'no' all the time?
That’s how Everspark was born.
To provide those carefree, belly-laugh-filled, let’s-play-pretend moments of rolling dice, casting imaginary spells, and coming up with all sorts of shenanigans. To reignite that original spark that first attracted us to this kind of games and never left us—the Everspark, if you will.