Hi, is there a chance for any community copy? I have been trying to get on for two weeks, regularly checking but i cant seem to catch any. I really like the idea of the game and watched your video on spark feature, thats the main mechanic i want to learn more about.
I too am interested in a community copy. I check every day and have been unable to catch one. I think I'm just in the wrong time zone honestly. Either way, I'm going to try to save up to snag this when I get a chance. I have not been disappointed with any of Cezar's creations!
I appreciate your interest, and I have been replenishing them every day! I'm on GMT +0, so that might be a factor? In any case, I just put some more up, I hope you are able to grab one! ^^
Ahh thats why probably, our timezones are really different. Anyways, your video on spark mechanic was enough to open my eyes, i guess i can keep inventing my own versions from there, i was mostly interested on that part.
It looks very interesting. Unfortunately, I haven't played the game myself, and I'm unlikely to be able to afford it, but I can already see that the project turned out great. And all because of the description of the game.
The way the author tells us about his game with such trepidation... It's sooooo interesting! You can immediately see how personal this game is, how much soul was put into it! This game is not for consumers, but for players. This game is not from a studio, but from a player.
Even though I haven't tried it yet, I'm sure it's simply amazing!
Hello. Is there any chance you are going to put up more community copies? I know I'm late for the party but I just found out about your games recently. It's all good if you're not. Thank you and have a nice day!
Hi Cezar, will you ever put up an example of a combat? I played one and found myself struggling; without hit points, the consequences I create are either easily ignorable ('it gives you a cut on your leg' which in fact changes nothing) or, on the contrary, they make any monster super fearsome, because using the complications table, even the dumbest monster can leave me with one (I'm referring to table 08). Do you happen to have any suggestions for me?
Thank you for reaching out! Yes, I do plan to publish a longer example of play with commentary as a separate document in the future. For now, though, I can offer you some guidance.
First, even a small consequence like “a cut on your leg” can carry meaningful implications. While it doesn’t have a numeric value attached to it, it should still influence the narrative and gameplay. For example, it could impose drawbacks in situations where the injury might hinder you, and it can color how you interpret the results of dice rolls and your character’s levels of success. The narrative impact of even minor consequences should shape what your character can do and how well they do it.
Another way to handle combat consequences, if you want something between a purely narrative effect and a full-on complication from the table, is to create a spark. Condition sparks work particularly well for this. For instance, instead of immediately breaking your ribs with one hit, you can create a spark that represents cuts and bruises accumulating over time, leaving you more exposed until you eventually collapse.
For more detailed guidance, I recommend checking out the “How To” sections of the book. Specifically:
•How to Forge Evocative Monsters
•How to Keep My Encounters Balanced
These sections offer helpful suggestions for managing combat encounters and consequences.
I hope this helps! Let me know if you have more questions, and good luck with your next encounter!
I've read the chapters you recommended, and I can indeed use a new Spark this way, but... I can't help but wonder: does using all these Sparks really make the game as easy and beginner-friendly as it claims to be? I realize that with this question I'm going a bit off-topic, but in a classic game, combat is like 'you took 10 damage, you have 2 armor, so you lose 8 hit points.' Here, on the other hand, I would need to start a new Spark in addition to all the ones I already have for everything that's happened to me previously during the rest of the game, ending up with a table full of Sparks to keep track of all at once.
For now, I've only simulated a couple of isolated situations; I haven't played a full session yet. But so far, I have the feeling that relying on Sparks so often doesn't make the game as simple as it seems...
You don’t need to use sparks for everything or anything really. The base mechanics are the simplest for new RPGers or us veterans looking for more story and less convoluted or overly complex mechanics.
At the base it’s just a range how well you did on a D20. No modifiers.
Think about your example. what does tracking HP really do? Nothing until you are dead. Some games have a negative modifier or other limit at a low HP threshold. HP is nothing but a countdown or a tracker until you can’t do something.
Everspark skips all the tracking unless you want to use a spark.
Just remember, before you roll, define what success and failure looks like. In a typical game, a successful attack means you lower some enemy HP and the enemy goes, does the same and you roll back and forth until a winner (yawn).
In Everspark, Let’s say I come across some goons, they stop me. Now I have to decide what to do. Can I reason with them. Maybe 5 or less on a d20 lets me reason. Rolled an 11. Nope, they don’t want to talk… they want to fight.
So I attack. If I get a success, it means I defeat the goons. Failure, means I am stopped, and defeated in some way.
I will say failure means I am captured.
I roll a 8. Ugh. So I succeed but have a complication. So I defeat the goons but I am left with a wounded leg that will make the next encounter harder if I don’t heal. Or maybe now my travel will be slower leaving my quest in danger.
So you don’t need to look up modifiers for range, weapons, skills etc.
Define what success and failure looks like and simply roll.
jot down notes for each encounter so you know what happened. This way you can adjust what success and failure look like based on what has happened.
I understand where you're coming from. HP seems easy because it is so ingrained in the culture, and it doesn't require narrative. It is simple math, but it does not tell a story. 'I lose 8HP' means what? What do we see in the screen? What happened to you? What changed? By removing HP, we open up story avenues.
The struggle you're feeling now is part of our assumptions that we need a mechanical translation of an effect for a result to feel valid. Everspark invites you to consider it differently. Beginners, especially because they don't have experience with other RPGs, jump into the narrative train easily, from my experience. "I rolled an 8, hmmm, perhaps it grabs me by the sword and shakes me to the side!" Fun! What now? Where do I go from here? We can see that scene in our minds. We can't see "I lose 8 HP".
Sparks can be fun, but they should be used mindfully. If you do rely on Sparks for everything, it will be overwhelming, as you said. That is why it is one of the Spark Principles I highlight in the book. Go easy on them as you start. I have a table with 8 beginners, and after 23 sessions, everyone is happily going crazy with them now.
But mostly, embrace narrative consequences. How does your position to affect the story changes after a bad roll? Close your eyes and see it as a movie, not a video game.
I hope that helps a bit! And thank you for your questions, they are very important! I encourage you to give it a go for a few sessions with that in mind. Feel free to ask more clarifications, if needed. Also, Tony examples above are great too!
My character, Bosco, armed with a sword and shield faces 4 skeleton goons trying to stop him from delving further into the catacombs.
I create a spark…. “Defeat goons” with an overturn of overwhelmed and pushed back- forced to find another path…
they are goons and I am kind of a bad ass so I will say an OK hit is 1 ray, 15 is two and 20 is three.
However, I might just add an element of time so I create another spark. A bad or very bad as a ray to the spark “exhausted” with an overturn of 2nd wind.
So now I engage the skeletons, take a mighty swing and roll! 7… ugh. So I will add a ray to both sparks and check. Didn’t hit a ray..: whew… gather my self up after a poor attack, and take another swing…. 14! Heck ya! 2 rays on defeat goons! Check… 4 bummer… still going…
I am getting the better of them, I am gaining confidence and shield bash a few! Roll… 9…. I will add another ray to defeat goons and check.. 1! The last skeleton falls to bones with my mighty shield bash…. If I go, continuing my journey deeper into the catacombs.
Set clear expectations before combat about what success and failure looks like.
The second spark could have been an injury spark. If I hit that I would take an injury…. “Injured arm.” If I would hit that, then might reduce my success and make hits worth less rays or even reduce the defeat goons by one ray
I am reading everspark. i love what you have done with it! i was doing something quite similar with clocks, but way less elegant. Thanks a lot for your work! :)
Another hesitation I had about the game was its fantasy focus, and I am a big sci-fi guy. Well, I have combined Starforged and Everspark for a cool sci-fi solo rpg.
I use the setting, theme, and tables from Starforged and use the Everspark system. Sparks actually make for way more interesting progress tracks. And the Everspark system is so much less limiting than the PbtA move system of Starforged.
Really well. I love solo RPG and this does it well, it also does a good job of starting a new solo role player as well since the rules are so easy. So you can focus on learning your solo style as opposed to a bunch of rules plus solo tools.
Everspark puts it all together in a simple and intuitive way. The sparks really help solo play.
Someone mentioned here that they are using Foundry with progress clocks as stand in for Sparks! I think that’s the best bet for now, as a custom module is a bit beyond my current skill set 😅
I 2nd the inquiry about any kind of community? A discord would be great.
I just read the book and it’s fantastic. A nice fresh take on the rules light approach without being to watered down. I like the spark approach. I was pretty skeptical about no modifiers but I love the narrative behind it and what it allows you to do with your character and gear and even how to incorporate them into the difficulty of sparks.
I don’t see where to rate this app? It needs 5 stars!
Thank you so much, I really appreciate it! And thanks to giantannie for the instructions on rating it, it does go a long way! Regarding discord, part of me would love to have a vibrant community engaging with the game, but at the moment I have to be honest with myself and the energy I'd have available to manage such a community. I'm still considering it!
Is there any sort of community for this game yet? I really wanna start getting into online co-op stuff, hehe.
Also, I'm using Foundry VTT to play online, and I'd like to suggest for anyone else doing this to, until there's an Everspark for Foundry, to use a plugin called global progress clocks, since it's the only thing I found that allows you to do sparks in a way that makes them visible to everyone like they should be.
Not yet! I've been debating it, but at the moment I don't think I have the mental bandwidth to admin an online community on top of the other hats I have to wear, you know what I mean? I'd love to see them flourishing spontaneously haha
And great tip regarding Foundry, thanks for sharing!
I thought of another use for sparks for games like cairn and so on
Consider the event table:
Now, we run the basic spark procedure as usual. Let’s name our Spark “Dungeon Events”
The difference is, every line I add, unlocks a event from the table. So at 1 I am going to get an encounter if I roll 1, but if I have 4 lines and roll 3, I get the entry number 3 from the table.
Now, what happens if I marked all 5 lines and roll a 6? I suppose some majour event such as encountering a BBEG or something.
Thank you! The pod coupons are coming after the game leaves beta, so we make sure we caught all the goofs before making it available for print :) It’s around the corner!
Hello! I'm making a crowdsourced podcast about tabletop games. If you're interested I'd love to learn more about your creation: https://forms.gle/ehCNkLA3WUNDQLaG8
Cezar, you are one of the most innovative game designers out there! Everything you have created that I’ve ever read has been interesting, unique, simple to understand and yet incredibly adaptable. You’re a gift to the RPG community
Great Christmas and New Year gift—thank you! I’ve read it several times and truly enjoyed it. It's not just a game system but also an excellent introduction to modern TTRPGs, deeply inspiring. The Spark system is incredibly powerful and flexible, capable of simulating so many scenarios. While similar ideas have existed, the way you present it is truly compelling.
Do you have advice for explaining the rules to other players? The rules are generally simple, but there are quite a few details. For example, should we introduce the concept of Spark right away, or let it emerge naturally during play?
Another question, if we want to hack the system for a different setting, would it suffice to create new ABCs, or are there additional elements to modify?
Amazing work—I can’t wait to play my first session of Everspark!
I generally introduce Skill Checks after character creation, and I mention Sparks but don't explain them yet. Something like, "So this is how we resolve actions. Now if a task needs more than one roll to be resolved, we use these sticky notes, but we'll get to them when we need them." When I do introduce Sparks, I also explain them organically as the steps are required. "Alright, you hit them. You can draw a ray here. Now roll a d6. If you roll a 1, you defeated them! Otherwise we keep fighting." Something like that.
If the other setting is also action/adventure-focused, I'd say the ABCs should suffice. If you'll be including world and adventure generation, I think it would be wise to revise some of the entries on the respective tables as well.
I have played it solo, coop and hosted, I can affirm that this is one of the best games I have ever played, and it has become my standard for fantasy rpg
Hi Cezar, I have nearly gone through the whole book and now I am starting my first solo campaign to try out some stuff before introducing the game to my group. I really liked the more "introductory" chapters/procedures for TTRPG newbies a lot! Thanks for writing these!
of course you may share the generator - that is what it was made for ☺️! I am not present on social media atm, so you do not need to mention me really. I am just happy that it might be useful to somebody. One recommendation though: currently, the generator is tied to my account. So maybe you want go create a copy of it under your account first, so you might edit or extend it later of if you wanted (which is totally fine by me).
I just ask you for one thing: keep doing what you do and create what you love and share it with us. I already „stole“ your spark/timed clock Idea as a homebrew rule for my last one shot I ran and it worked out superb! It created a sense of urgency for the players without them thinking „we have still 2 segements left, so all is fine“, which I noticed happens often when I used „normal“ segmented clocks. So - thanks for being creative and inspiring!
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Hi, is there a chance for any community copy? I have been trying to get on for two weeks, regularly checking but i cant seem to catch any. I really like the idea of the game and watched your video on spark feature, thats the main mechanic i want to learn more about.
I too am interested in a community copy. I check every day and have been unable to catch one. I think I'm just in the wrong time zone honestly. Either way, I'm going to try to save up to snag this when I get a chance. I have not been disappointed with any of Cezar's creations!
Yeah I haven't catch one either
I appreciate your interest, and I have been replenishing them every day! I'm on GMT +0, so that might be a factor? In any case, I just put some more up, I hope you are able to grab one! ^^
Ahh thats why probably, our timezones are really different. Anyways, your video on spark mechanic was enough to open my eyes, i guess i can keep inventing my own versions from there, i was mostly interested on that part.
It looks very interesting. Unfortunately, I haven't played the game myself, and I'm unlikely to be able to afford it, but I can already see that the project turned out great. And all because of the description of the game.
The way the author tells us about his game with such trepidation... It's sooooo interesting! You can immediately see how personal this game is, how much soul was put into it! This game is not for consumers, but for players. This game is not from a studio, but from a player.
Even though I haven't tried it yet, I'm sure it's simply amazing!
Hello. Is there any chance you are going to put up more community copies? I know I'm late for the party but I just found out about your games recently. It's all good if you're not. Thank you and have a nice day!
Hi there! I've been replenishing them daily! Keep an eye out, there's always more coming! ^^
Woo hoo, already ordered my physical copies, thank you Cezar!
Fantastic!! Hope you enjoy it! ^^
Hi Cezar, will you ever put up an example of a combat? I played one and found myself struggling; without hit points, the consequences I create are either easily ignorable ('it gives you a cut on your leg' which in fact changes nothing) or, on the contrary, they make any monster super fearsome, because using the complications table, even the dumbest monster can leave me with one (I'm referring to table 08). Do you happen to have any suggestions for me?
Hi there,
Thank you for reaching out! Yes, I do plan to publish a longer example of play with commentary as a separate document in the future. For now, though, I can offer you some guidance.
First, even a small consequence like “a cut on your leg” can carry meaningful implications. While it doesn’t have a numeric value attached to it, it should still influence the narrative and gameplay. For example, it could impose drawbacks in situations where the injury might hinder you, and it can color how you interpret the results of dice rolls and your character’s levels of success. The narrative impact of even minor consequences should shape what your character can do and how well they do it.
Another way to handle combat consequences, if you want something between a purely narrative effect and a full-on complication from the table, is to create a spark. Condition sparks work particularly well for this. For instance, instead of immediately breaking your ribs with one hit, you can create a spark that represents cuts and bruises accumulating over time, leaving you more exposed until you eventually collapse.
For more detailed guidance, I recommend checking out the “How To” sections of the book. Specifically:
• How to Forge Evocative Monsters
• How to Keep My Encounters Balanced
These sections offer helpful suggestions for managing combat encounters and consequences.
I hope this helps! Let me know if you have more questions, and good luck with your next encounter!
I've read the chapters you recommended, and I can indeed use a new Spark this way, but... I can't help but wonder: does using all these Sparks really make the game as easy and beginner-friendly as it claims to be? I realize that with this question I'm going a bit off-topic, but in a classic game, combat is like 'you took 10 damage, you have 2 armor, so you lose 8 hit points.' Here, on the other hand, I would need to start a new Spark in addition to all the ones I already have for everything that's happened to me previously during the rest of the game, ending up with a table full of Sparks to keep track of all at once.
For now, I've only simulated a couple of isolated situations; I haven't played a full session yet. But so far, I have the feeling that relying on Sparks so often doesn't make the game as simple as it seems...
You don’t need to use sparks for everything or anything really. The base mechanics are the simplest for new RPGers or us veterans looking for more story and less convoluted or overly complex mechanics.
At the base it’s just a range how well you did on a D20. No modifiers.
Think about your example. what does tracking HP really do? Nothing until you are dead. Some games have a negative modifier or other limit at a low HP threshold. HP is nothing but a countdown or a tracker until you can’t do something.
Everspark skips all the tracking unless you want to use a spark.
Just remember, before you roll, define what success and failure looks like. In a typical game, a successful attack means you lower some enemy HP and the enemy goes, does the same and you roll back and forth until a winner (yawn).
In Everspark, Let’s say I come across some goons, they stop me. Now I have to decide what to do. Can I reason with them. Maybe 5 or less on a d20 lets me reason. Rolled an 11. Nope, they don’t want to talk… they want to fight.
So I attack. If I get a success, it means I defeat the goons. Failure, means I am stopped, and defeated in some way.
I will say failure means I am captured.
I roll a 8. Ugh. So I succeed but have a complication. So I defeat the goons but I am left with a wounded leg that will make the next encounter harder if I don’t heal. Or maybe now my travel will be slower leaving my quest in danger.
So you don’t need to look up modifiers for range, weapons, skills etc.
Define what success and failure looks like and simply roll.
jot down notes for each encounter so you know what happened. This way you can adjust what success and failure look like based on what has happened.
I understand where you're coming from. HP seems easy because it is so ingrained in the culture, and it doesn't require narrative. It is simple math, but it does not tell a story. 'I lose 8HP' means what? What do we see in the screen? What happened to you? What changed? By removing HP, we open up story avenues.
The struggle you're feeling now is part of our assumptions that we need a mechanical translation of an effect for a result to feel valid. Everspark invites you to consider it differently. Beginners, especially because they don't have experience with other RPGs, jump into the narrative train easily, from my experience. "I rolled an 8, hmmm, perhaps it grabs me by the sword and shakes me to the side!" Fun! What now? Where do I go from here? We can see that scene in our minds. We can't see "I lose 8 HP".
Sparks can be fun, but they should be used mindfully. If you do rely on Sparks for everything, it will be overwhelming, as you said. That is why it is one of the Spark Principles I highlight in the book. Go easy on them as you start. I have a table with 8 beginners, and after 23 sessions, everyone is happily going crazy with them now.
But mostly, embrace narrative consequences. How does your position to affect the story changes after a bad roll? Close your eyes and see it as a movie, not a video game.
I hope that helps a bit! And thank you for your questions, they are very important! I encourage you to give it a go for a few sessions with that in mind. Feel free to ask more clarifications, if needed. Also, Tony examples above are great too!
Here is a quick down and dirty….
My character, Bosco, armed with a sword and shield faces 4 skeleton goons trying to stop him from delving further into the catacombs.
I create a spark…. “Defeat goons” with an overturn of overwhelmed and pushed back- forced to find another path…
they are goons and I am kind of a bad ass so I will say an OK hit is 1 ray, 15 is two and 20 is three.
However, I might just add an element of time so I create another spark. A bad or very bad as a ray to the spark “exhausted” with an overturn of 2nd wind.
So now I engage the skeletons, take a mighty swing and roll! 7… ugh. So I will add a ray to both sparks and check. Didn’t hit a ray..: whew… gather my self up after a poor attack, and take another swing…. 14! Heck ya! 2 rays on defeat goons! Check… 4 bummer… still going…
I am getting the better of them, I am gaining confidence and shield bash a few! Roll… 9…. I will add another ray to defeat goons and check.. 1! The last skeleton falls to bones with my mighty shield bash…. If I go, continuing my journey deeper into the catacombs.
Set clear expectations before combat about what success and failure looks like.
The second spark could have been an injury spark. If I hit that I would take an injury…. “Injured arm.” If I would hit that, then might reduce my success and make hits worth less rays or even reduce the defeat goons by one ray
Great example!
So everspark jam when?
Hi there, just wondering if any community copies will be available soon.
Thank you so much
Hi, very soon! Replenishing them today!
thanks mate. I was too slow. I’ll have to keep an eye out
I am reading everspark. i love what you have done with it! i was doing something quite similar with clocks, but way less elegant. Thanks a lot for your work! :)
Appreciate your kind words, thank you!
The Sparks mechanics sounds really cool. I'll need to try to find a way to play it in online game.
Lovely game you got here, Cezar and team.
Much appreciated!
Another hesitation I had about the game was its fantasy focus, and I am a big sci-fi guy. Well, I have combined Starforged and Everspark for a cool sci-fi solo rpg.
I use the setting, theme, and tables from Starforged and use the Everspark system. Sparks actually make for way more interesting progress tracks. And the Everspark system is so much less limiting than the PbtA move system of Starforged.
That’s so cool! I’m honored to have my game paired with Starforged, I’m a huge fan!
How well does this game work for solo play?
Perfectly well, if I may say so myself! There are solo rules, procedures and oracles. Someone shared their first solo session here, if you're interested in checking out: http://popcult.blog/2025/01/15/solo-tabletop-rpg-review-actual-play-everspark-pa...
Really well. I love solo RPG and this does it well, it also does a good job of starting a new solo role player as well since the rules are so easy. So you can focus on learning your solo style as opposed to a bunch of rules plus solo tools.
Everspark puts it all together in a simple and intuitive way. The sparks really help solo play.
Loved the system. Can't wait to playtest it some more with my group.
Any recommendations for a VTT that would work well for it?
Any plans for VTT support?
Glad to hear that!
Someone mentioned here that they are using Foundry with progress clocks as stand in for Sparks! I think that’s the best bet for now, as a custom module is a bit beyond my current skill set 😅
I use Miro with Randomizer for dice rolling... Miro already has build Sticky Notes!!!!
Fantastic tip, thanks for sharing!
I 2nd the inquiry about any kind of community? A discord would be great.
I just read the book and it’s fantastic. A nice fresh take on the rules light approach without being to watered down. I like the spark approach. I was pretty skeptical about no modifiers but I love the narrative behind it and what it allows you to do with your character and gear and even how to incorporate them into the difficulty of sparks.
I don’t see where to rate this app? It needs 5 stars!
The rating is on the right side of the screen on desktop, where it has things like "related games", above that is the option for rating it.
Thank you. Those don’t show up on my phone unless I turn it horizontal. Much appreciated!!!!
Thank you so much, I really appreciate it! And thanks to giantannie for the instructions on rating it, it does go a long way! Regarding discord, part of me would love to have a vibrant community engaging with the game, but at the moment I have to be honest with myself and the energy I'd have available to manage such a community. I'm still considering it!
We need a discord!
I just set up a discord server! https://discord.gg/ART8VHxwsg
I just set up a discord server! https://discord.gg/ART8VHxwsg
Is there any sort of community for this game yet? I really wanna start getting into online co-op stuff, hehe.
Also, I'm using Foundry VTT to play online, and I'd like to suggest for anyone else doing this to, until there's an Everspark for Foundry, to use a plugin called global progress clocks, since it's the only thing I found that allows you to do sparks in a way that makes them visible to everyone like they should be.
Not yet! I've been debating it, but at the moment I don't think I have the mental bandwidth to admin an online community on top of the other hats I have to wear, you know what I mean? I'd love to see them flourishing spontaneously haha
And great tip regarding Foundry, thanks for sharing!
The post-it and the tile doodle modules do fine if you want to get to the closer experience of drawing stars on post-its :)
I just set up a discord server! https://discord.gg/ART8VHxwsg
Just posted my character & world creation experience. Excited to get deeper into the mechanics and play advice when my adventure kicks off - http://popcult.blog/2025/01/15/solo-tabletop-rpg-review-actual-play-everspark-pa...
Literal chills reading the description of the world! So evocative! Can't wait to read the adventures of Cypress ^^
And yes by the way, first appearance of the Usage dices were in a game called Chronica Feudalis ... before The Black Hack ;)
I saw that, great reference! Thanks for pointing that out :)
Page 72, it says lasses instead of classes if you're looking for typo feedback. Love the book!
I am! Thank you very much, much appreciated!
I thought of another use for sparks for games like cairn and so on
Consider the event table:
Now, we run the basic spark procedure as usual. Let’s name our Spark “Dungeon Events”
The difference is, every line I add, unlocks a event from the table. So at 1 I am going to get an encounter if I roll 1, but if I have 4 lines and roll 3, I get the entry number 3 from the table.
Now, what happens if I marked all 5 lines and roll a 6? I suppose some majour event such as encountering a BBEG or something.
I’ll test it and let you know how it went :)
Gabes, that's AWESOME! Love it
Here’s another bit.
1 is always an encounter. The more lines you have on the Spark, the bigger or meaner the encounter.
Say
So if I have a spark with 3 lines in and roll 1, I’ll find the spark plaguemonger.
If I fill the apark and roll 5, I get entry 5, but if I run 6 I get a surprise early encou ter with the dungeon tyrant, the Plague Mother.
The idea is to scaffold as much info in as few rolls as possible.
I hope it’s, clear, hit me up with questions :)
Yup, super clear! It’s a Threat spark combined with an Escalation Spark, I love it so much! You should publish those, I’d love to give it a boost!
Well, Imma write an adventure module for it, actually! Just started the intro for it and all :)
Woohoo!
Cool idea, would be great for solo or collaborative play, like it 👍
Hey Cezar! Was just reading through the table of contents and found a typo on 'Spark-based Scenarios', it says 'Cenarios' instead, just so you know!
Great catch! Thank you!!
Exellent, just bought it last night and have read most of it. Great book ! :)
i cant seem to find the pod coupons for lulu though,
are they supposed to be in the downloads section or is that coming in the future ?
Thank you! The pod coupons are coming after the game leaves beta, so we make sure we caught all the goofs before making it available for print :) It’s around the corner!
Cool, thank you kindly for that reply so soon. And for your awesome work :)
Got it ! I‘ve already scheduled a game on Friday night in the world I’ve been playing in my teenage years back in time in Italy.
(My players are note even informed at we’ve been playing at 😂)
That sounds exciting! I hope you have a great time! :)
We played it ^^ i'll write something aboute that but for now here my review (in french:) ): https://www.casusno.fr/viewtopic.php?p=2254379#p2254379
I'm so glad you enjoyed the experience, thanks for reporting back!!
Hello! I'm making a crowdsourced podcast about tabletop games. If you're interested I'd love to learn more about your creation:
https://forms.gle/ehCNkLA3WUNDQLaG8
Like the idea! I'll give it a shot ^^
Cezar, you are one of the most innovative game designers out there! Everything you have created that I’ve ever read has been interesting, unique, simple to understand and yet incredibly adaptable. You’re a gift to the RPG community
That truly warms my heart, thank you so much for your kind words! ^^
Great Christmas and New Year gift—thank you! I’ve read it several times and truly enjoyed it. It's not just a game system but also an excellent introduction to modern TTRPGs, deeply inspiring. The Spark system is incredibly powerful and flexible, capable of simulating so many scenarios. While similar ideas have existed, the way you present it is truly compelling.
Do you have advice for explaining the rules to other players? The rules are generally simple, but there are quite a few details. For example, should we introduce the concept of Spark right away, or let it emerge naturally during play?
Another question, if we want to hack the system for a different setting, would it suffice to create new ABCs, or are there additional elements to modify?
Amazing work—I can’t wait to play my first session of Everspark!
Thank you very much for your kind words!
Addressing your questions:
I hope you have a great time with it!
This is excellent. There are some minor problems with the text, but otherwise, great!
In the text, there are these text captions for character portraits like this one:
Briony. Daughter of merchants,
these should be like:
Briony - daughter of merchants,
There may be some more problems like this.
Thank you!
I have played it solo, coop and hosted, I can affirm that this is one of the best games I have ever played, and it has become my standard for fantasy rpg
That made my day, thank you very much!
I am so sorry to ask, but are there possibly any copies left?
Love all of the games alot!!
Yes, there are! I’ll be replenishing them quite often :)
I will keep an eye out! :D
Hi Cezar, I have nearly gone through the whole book and now I am starting my first solo campaign to try out some stuff before introducing the game to my group. I really liked the more "introductory" chapters/procedures for TTRPG newbies a lot! Thanks for writing these!
Also I made a random adventure generator using your tables in perchance. https://perchance.org/co0cxg9ond
Thought I might share it here. Maybe you'll find it helpful.
Cheers!
That's superb! Thank you so much for sharing!
Cheers!
I'd love to share this generator around! Should I tag you on social media? If so, what's your handle?
of course you may share the generator - that is what it was made for ☺️! I am not present on social media atm, so you do not need to mention me really. I am just happy that it might be useful to somebody.
One recommendation though: currently, the generator is tied to my account. So maybe you want go create a copy of it under your account first, so you might edit or extend it later of if you wanted (which is totally fine by me).
I just ask you for one thing: keep doing what you do and create what you love and share it with us. I already „stole“ your spark/timed clock Idea as a homebrew rule for my last one shot I ran and it worked out superb! It created a sense of urgency for the players without them thinking „we have still 2 segements left, so all is fine“, which I noticed happens often when I used „normal“ segmented clocks. So - thanks for being creative and inspiring!
That’s awesome to hear, thank you very much! Will do! I appreciate your support!