Everywhen

Everywhen invites players to embark on an imaginative journey across a multiverse where timelines intertwine and the past, present, and future coexist. With its narrative-centric mechanics and a unique system that emphasizes the fluidity of time and space, players create vivid stories filled with diverse characters and interconnected worlds. The game’s innovative approach to chronomancy allows for exhilarating encounters and collaborative world-building, making Everywhen a playground for creativity and exploration like no other.

At-a-glance

Fantasy • Needs GM • 3/5 complexity • Medium prep

Everywhen

Everywhen is a generic tabletop roleplaying game (RPG) built upon the foundation of Barbarians of Lemuria, designed to offer a versatile toolkit for Game Masters (GMs) to create campaigns across various genres. It distinguishes itself through its streamlined character creation, involved conflict mechanics, and modular design, aiming for a balance between simplicity and depth.

Theme and Setting

Everywhen emphasizes ease of use and adaptability, making it suitable for both novice GMs and experienced players looking for a system that can handle diverse settings without complex rules overhead. Versatility Everywhen is explicitly designed as a generic RPG , meaning it doesn't come pre-packaged with a specific setting.

How Play Feels

This makes it adaptable to various themes, including fantasy, science fiction, psychological thrillers, and narrative-driven collaborative worldbuilding. The core book does include mini-settings as examples, such as a swords and sorcery fantasy world and a modern-day setting involving supernatural creatures.

What Makes It Distinct

The game's supplements further expand this versatility, introducing elements like cyberware for a cyberpunk setting or expanded psionics for science fiction themes. The core mechanic revolves around rolling 2d6 and adding relevant attribute or career scores, which typically range from 0 to 3.

Where It May Not Fit

You want combat and action to drive most of the session You mainly want short standalone sessions with minimal carryover.

Decision guide

What this game is about

Key facts
Players
2-5 players + GM
Session
120-240 minutes
Prep
Medium
Play profile
Complexity
3/5
New GM Fit
2/5
Roleplay Focus
5/5
Combat Focus
2/5
Tactical Depth
1/5
Campaign Depth
5/5
Who it suits
Best for
Groups that want fantasy adventure with a clear play identityGroups that want place, travel, and discovery to stay centralPlayers who want character, atmosphere, or story to matter more than pure tactics
Avoid if
You want combat and action to drive most of the sessionYou mainly want short standalone sessions with minimal carryoverYou want the system to stay almost invisible at the table

A strong fit for groups that want fantasy adventure with a clear play identity, with exploration-Driven helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON