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(+2)

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!

(+2)

Thank you very much for your kind words!

Addressing your questions:

  1. 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.
  2. 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 hope you have a great time with it!