JOINING THE QUEST

INTRODUCTION


Let me start off by telling you the most important thing that you need to know:

The campaign is currently not accepting new players, but we are accepting people as lurkers on a waiting list.  If you are interested in joining the quest, check out the campaign house rules below . Bear in mind, however, that there is no guarantee that a space will open up any time in the near future.

There are currently 0 players on the waiting list  (Paul doesn't count because he's a perpetual lurker).  From time to time I will offer lurkers an opportunity to play an NPC.  This is an opportunity not to be missed by those who want to get into the game because is shows off your creativity and writing style to both myself and to the other players.  Additionally, when you play an NPC you will be moved up one rank on the lurker list.  In other words, if you are third on the list, and accept an offer to play a lurker, you will be moved up to second on the list.
 

GAME PHILOSOPHY

Everway is High Fantasy - there's lots of magic, and characters are larger than life.  In any given situation they are likely to be the most powerful people around.  Characters are expected to act like heroes - bad guys stay the purview of the GM and lurker NPCs.

Not only are characters supposed to be able to get along with one another, but the PLAYERS need to realize that they should be looking at spending most of their time in groups.  When coming up with a course of action or a plan, players are encouraged to incorporate others into their plan of action.  There are several reasons for this.  First, and most important from my viewpoint, is that it cuts down a lot on the amount of work that I have to do.  Writing plotlines for three groups of two is half the work of writing for six groups of one.  Individual plotlines are fun, and everyone wants their character to shine, but realistically it just is not possible for me to run a campaign with everybody going off on their own all the time.  Occasionally its necessary, but if you come up with a character who is too secretive to spend most of his or her time in a group, or too antisocial do work well with others, you should really rethink your character.  Second, interactions with other characters are just plain more interesting and creative than interactions with the GM.  Dialog is better, plans are better, the writing gets better as you add a different style to the scene, and overall people just have more fun!  Third, and very important from your perspective as a player, is the way I treat lone characters.  I am usually pretty sympathetic, particularly in a heroic game like Everway, and I do not like to kill characters.  If your character is alone and gets into a dangerous situation, however, my sympathy goes out the window.  Almost every character I have ever killed in one of my games has been wandering around alone when he or she died.

Something I have also noted in my Everway game is that fighters have a hard time of it.  I believe that the reason for this is the nature of the quest.  What the current quest boils down to is the party solving a mystery.  The elements that really shine for problem solving are Air and Water, and the elements that fighters usually specialize in are Fire and Earth.  This leaves fighters as dangerous weapons, but weapons which often either find themselves directed by more intellectual members of the party, or who founder when going off on their own because they lack the ability to put the pieces together to solve whatever difficulty confronts them, unless that difficulty involves combat.  This is not to say that you can't be a fighter in Everway.  It is, however, a warning.  Many subtle signs and clues will escape characters with low to average Water/Air scores.
 

CAMPAIGN RULES

I.  Legal Issues

This is a non-profit website set up for the specific purpose of providing information to the players of my Everway game.  Permission to use any material found on this website for any purpose other than playing in my Everway game is expressly and explicitly denied.  Unless otherwise mentioned all material on this website is copyright Edmund M. Metheny.  All submissions made to this game become the property of the Gamemaster, Edmund M. Metheny.

Most of the artwork found on this website is copy written by Wizards of the Coast.  Its appearance on this website is not in any way intended as a challenge to that copyright.  Portions of the website containing copy written art are intentionally not linked to public portions of the website, and the web address is given out only to players in the game.  The use of any material found on this website for any commercial purpose is expressly forbidden.  Establishing links to any portion of this website which is not public (i.e.. "Players Only" areas)  is expressly forbidden.  Copying any artwork or other material found on this website for personal use is expressly forbidden.  Publishing the location of the "Players Only" portion of the website on any public forum is expressly forbidden.  Making fun of the number of times I use the phrase "expressly forbidden" in this paragraph is...  well, you know.  Violators will be expelled from the game and may face criminal prosecution at the discretion of the owners of the copyrights to this material.

You may wonder why I am making such a big deal out of this, but the reason is simple - I don't own the copyrights to this artwork, and consequently I cannot distribute it for profit, or in such a manner as might cause the copyright owners to lose profit..  I can only use it in the manner that it was originally intended in the Everway game - to add a visual element to the game itself.

Unfortunately, there seems to be no method for preventing others from unscrupulously stealing these images and using them without paying for them.  I have done my best to protect the owners of the copyrights by putting the images on my website at low resolution, and by issuing this warning.  I have also made portions of this website private (in particular the portions that have artwork on them, like the character sections).
 

II.    Character Creation 

  1. Prior to creating a character thou shalt audition.  This audition shall take the form of a written answer to some questions regarding a picture.
  2. Thou shalt create a heroic character
  3. Thou shalt create a character in accordance with the Everway rules system.
  4. For those unable to create a character in accordance with the Everway rules system,  certain pre generated  characters are available.  Thou shalt choose among them.
  5. If thou shouldst create thy character using the Everway rules system, it must be from the Sphere of Everway, or one of those spheres which as a gate to Everway.
  6. Thou shalt claim no equipment so dear to the that thou canst not part with it, save only equipment  that thou payest points for.
  7. Before creating thy character, thou shalt commit thyself to checking thy e-mail every 48 hours at the very least!  Every 24 is preferred, but not required.
  8. To facilitate thy entry into the campaign, thou shalt create a character who has at least one tie to another player character in the campaign.  Thou canst be creative in coming up with this tie, but thou must be specific about it, AND contact the player in question for permission.  All of the players have their addresses listed, so thou mayest contact them for just such a purpose.  Be certain to 'cc' the GM with this correspondence as well.

III.    Game Etiquette

  1. Thou shalt play thy character well
  2. Thou shalt keep notes, that the GM shall not have to repost old information, and thereby  become vexed with thee.
  3. Thou shalt acknowledge that the game is a group effort, and shall accept that thy actions, for good or bad, affect others as well as thyself.
  4. Thou shalt strive to spell correctly, for the game chronicler worketh hard enough as it is.  If thou art not blessed with innate ability in spelling (for even the GM is not), thou shalt at least use a spell-checker.
  5. Thou shalt not post chain letters or other spammage to the group, lest the Great Dragons of old rise up and consume thee! Should thou have any question as to whether or not material is suited, submit it to the GM, who may forward it at his discretion.
  6. Thou shalt not purposefully take the life of another player character save under great duress and with the approval of the GM.
  7. Thou shalt, without fail or excuses, check thy mail once every seventy-two hours at the very least and at  that time be prepared to respond to any posts that concern thee.  Merely reading them is not enough!  In some cases thy companions await thy response, and can do nothing without it!  Weekends excepted.
  8. Shouldest thou, for any reason, be unable to post for an extended period (of up to a month) thou shalt inform the GM of thy plight that he shall not smite thee down in anger.  Failing such an announcement, you shall be removed from the game should you fail to respond for 14 days.
  9. Thou shalt think
  10. Thou shalt pay attention
  11. Thou shalt enjoy thyself
If you look over all these rules and decide that they are to your liking, or at least don't dissuade you from playing, Drop me a line.


E-mail Edmund
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