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(3 edits) (+2)

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.