An angry client has filed a claim that a world they ordered never arrived, and the executives of Worldsmith Inc. are frantically searching for a replacement to provide to the client before deific heads start rolling. This is where you, freelance contractors of the Worldcrafting Inspiration and Terrestrial Creation Hub, or WITCH for short, come into the picture:
Your task is to create a brand new original world for our client, and populate it with drama and adventure for their entertainment. The details of the creation are left to your discretion as is standard procedure. We apologise for the short notice, and wish you the best of luck in your worldbuilding venture.
Do not fail us.
The first session of this experimental adventure will run using the Arium: Create system, a unique take on collaborative worldbuilding, where players work together to brainstorm ideas for a collaborative world. We will be taking this a step further, by having the player characters be the ones doing the worldbuilding instead of the players doing it themselves. This session will be ran using Miro as a VTT.
The second session and beyond will see the player characters entering into the world they themselves have created, where they will have to traverse an adventure inspired directly by elements they put into the setting, and will run using the Fate Accelerated system. We will make the Fate character sheets together, either at the end of the first session or at the start of the second.
Rules & Regulations
Each system played in Tales from Everwhere has its own set of rules for how the game is played. However, in order to guarantee the safety and enjoyment of all players and GMs, it's important to establish a set of universal rules that always apply. Note that some adventures may present exceptions to the rules stated here, but each such exception will always be explicitly noted in the adventure's poster.
Respect personal triggers
We want this community to be a safe space for everyone. This means that if your game explores content that may be triggering to some people, they should be clearly stated in the adventure's poster. If you know that a certain type of content can cause you harm, consider whether you wish to join an adventure with containing that, and reach out to the GM before the game if you're worried.
If during play one of the players states that they are uncomfortable with the current scene, then everyone at the table should respect that, "fade to black" and skip on to the next scene.
Common triggers include, among other things:
- Sexual content (consensual or non-consensual)
- Excessive violence
- Violence or abuse towards children or animals
No PVP without consent
Most adventures are meant to be collaborative experiences, and most people care dearly about their character. This means that if you want to do something that can harm another player's character directly or indirectly, you must ask for the other player's permission first.
Some systems do require a certain amount of PVP, and these cases will be clearly stated in the adventure's poster.
Respect other people's time
Everyone at the table has put time into the game and into their characters, and everyone has a busy life away from the table. Show up to sessions on time, and try to notify the GM ahead of time if you're running late or can't participate in a session.
Additionally, respect the time that the GM put into their world and the adventure - don't actively try to ruin the experience or ignore the plot they lay out.
During adventures as well as between them, be honest with the other players at Tales from Everwhere. Track your Tokens of Valor honestly, don't fudge dice rolls, and don't cheat in games. This isn't a game where you can win or lose, and neither the Admins nor Guides want to have to police your behaviour.
Waldue has to play the Blue.
Creating your Character Passport is the first step to playing in Tales from Everwhere, and this guide will walk you through the process. You can see an example Passport in this page's files, and you can look at an example passport here.
Why do I have to do this?
One of our goals for Tales from Everwhere is that each character has a satisfying personal story arc throughout her many adventures, as well as a consistent set of traits and abilities. The Character Passport lets you have a system-agnostic way to provide information about your character, as well as a universal base from which you can adapt her unique powers. Furthermore, the Character Passport offers an addition channel for players and GMs (Guides) to manage expectations and goals for adventures, allowing GMs to easily know what kind of characters will participate in their game, and adjust accordingly.
Your Character Passport also serves as a tracker for your character's progress. Instead of acquiring loot or levels, the characters will earn Tokens of Valor as they complete adventures, and this allow you to advance her in any system you choose to play. The following steps will all take place in the Attributes tab, in order to create a character.
Think about who and what you want your character to be, how they relate to the world they come from, and what makes them unique. Consider also what's unique about their homeworld that makes it different from all other worlds. If your character's homeworld has an RPG system, you might want to actually build your character in that system using its normal character creation rules. For example, if your character comes from Faerûn you could build them in your favourite D&D edition, while if they come from the Sixth World you can build them in Shadowrun.
I want to build a new character called Rillia. She's an alchemist and an enchanter (as in enchanted items) from an isolated tribe of Felids (cat-like humanoids), who is in charge of both brewing medicine to help the sick and wounded, as well as creating magical weaponry to help the tribe protect itself. When I built her in my homebrew system, the most important traits in her character are her ability to create magical items, her intense thirst for knowledge, and a remarkable skill with ranged weaponry. I'll keep those in mind for later.
Fill in your character's general info: her name, your name, and their homeworld. Note down 1 Token of Valor to start with, and leave the boon count empty for now.
I write down the character's name as Rillia and come up with a suitable surname. Then I fill in my own name and Discord alias, list my character's homeworld of Terra, and make note of the free Token.
The goal of this section is to tell others about your character, who she is, and what she wants. An Aspect should be short - a good rule of thumb is that if you need to use punctuation in your Aspect, it's probably too long. Consider also writing the Aspects in first person, for additional flair. In total you have to create three Aspects:
- Hight Concept
This Aspect is a one-phrase summary of your character, the very essence of her identity. If your character's identity is heavily influenced by her race or profession, it should be listed here, along with a hint at what her personality is like.
This Aspect describes what your character wants. After being thrown into a chaotic multiverse of possibilities, what is her highest priority? Does she aim to return to her homeworld? Does she seek personal power and influence? Is she out to study the nature of the different worlds? This Aspect can be phrased as either a statement about the character or a question that she asks, whichever you choose.
This Aspect introduces your character's main fault, the biggest thing that could keep her from completing her Quest. A character's Trouble can be a flaw in her personality, mentality, or body, that has potential to cause her serious harm.
Rillia's High Concept is "Half-felid tribal enchanter" - this encompasses her slightly bestial nature, the fact that she's not wholly in the natural world nor in the human world, and that she's a skilled enchanter.
Her Quest is "Protect my tribe and world from external threats" - before the worlds started crossing over, her highest priority was always protecting the people closest to her. Now with the whole multiverse threatening her doorstep, she realizes that she has to protect her entire world.
Finally, her Trouble is "Curiosity could very well kill this cat" - Rillia is very curious by nature, often to the detriment of her own safety, and I think this would be an interesting flaw to roleplay.
Say we want to make Aspects for a poupular character: Spiderman. His Aspects might look something like this:
High Concept: Friendly neighbourhood spider-man
Quest: Protect New York and date MJ/Gwen
Trouble: With great power comes great responsibility
The goal of this section is to define your character's unique skills and abilities, to make it easier to adapt her to any system. A power can be a supernatural ability that your character possesses, a skill that she's exceptionally good at, a unique piece of equipment she owns, or anything else you think would make her feel noticeably the same regardless of the rule system. Select the three most important powers, and set them in the order you would prioritize when creating her in other games.
Rillia's powers are "Enchant powerful magic items", "Reflexes and senses of a cat", and "A good shot when using weapons of my own making", in this order. With these powers in mind, I know that when adapting her to use in a new system, my first priority would be creation of cool items - in a modern setting the magic might be replaced by technology, but the main theme should always remain. After hopefully getting the first power done, I would try to make sure she is relatively agile and has keen senses, as well as any other cat-like traits the system may have to offer. Finally, I would try to ensure her skill with ranged weaponry.
The Lost, The Seeking, The Drifting
Despite his talents in divination and Dreaming, Ember was was from the academy for being "too much of a hassle", and so he spent the rest of his childhood exploring his magic on his own, going on adventures both on the road and in his dreams, trying to gain control over it. He traveled the world in the company ofhis mothers and his pet, Ashes, and wherever he went he always found new and interesting people, and usually he even succeeded in not accidentally burning down their homes.
Shortly after his sixteenth birthday, Ember embarked on the first adventure he can truly call his own - with nothing but a small pack of supplies, the clothes on his back, and the companionship of Ashes, Ember boarded a boat into the great unknown of the distant lands across the sea, to discover what the world truly has to offer.
Sozolan was on the verge of death when she reached the gates of her now hometown Hearthler. A friendly merchant saw that young woman collapsed on the ground and took her in. She is a curious young thing and likes to poke her nose in anything that even remotely interests her. That merchant took her and taught her, how to build things to help people out and make a decent profit with those inventions.