Barbarians of Lemuria - Opinions and Whatnot

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Given the original inspiration for BoL was the Thongor stories (which emulate Conan in some ways), it was designed more for disconnected stories and not a regular linear campaign (imho). That's one of the reasons (again, imho), each adventure starts with the players having spent all the treasure they had gained in the previous one.
 
Given the original inspiration for BoL was the Thongor stories (which emulate Conan in some ways), it was designed more for disconnected stories and not a regular linear campaign (imho). That's one of the reasons (again, imho), each adventure starts with the players having spent all the treasure they had gained in the previous one.
This is the way I ran my Hyborian Age games using Savage Worlds and Mongoose's 3x system. They were episodic, with weeks or months of in-game time passing between sessions to emulate Howard's OG Conan yarns. Treasure is spent on carousing, sorcerous research, bling, gifts, etc with little to no direct mechanical benefit. I have found this style is an especially good fit for systems like Savage Worlds or BoL where characters start off competent from day 1 and financial bean counting is unnecessary.

If I did an A Team or GI Joe-style game I'd definitely consider BoL/Everywhen/Dogs of WAR in an episodic or comic book style, skipping over weeks or months of downtime to focus on the exciting parts.
 
Could you make up for the lack of mechanical improvement by substituting in-universe rise? The p.c.s become 'kings by their own hand' or something similar?
Yes:smile:.
 
I really want to find time to get playing Honor + Intrigue, and wondered if mandatory additional careers/career levels would expand the advancement timeline rather than stat increases, and if anyone had done this?

I know careers are broader than skills, but still much narrower than characteristic increases.

Also, the 2d10 method (which just seems sensible for a longer campaign).
 
I really want to find time to get playing Honor + Intrigue, and wondered if mandatory additional careers/career levels would expand the advancement timeline rather than stat increases, and if anyone had done this?
Logically they would, but why would you do that? As a mandatory XP sink?
Just give them less XP and be done with it. Or, you know, present them with more Career-related rolls, so they'd raise them of their own volition:thumbsup:.
 
It did occur to me that if intrigue and the like were a bigger part of the campaign that there might be more impetus to grab levels in non-combat careers like Noble. Whether this would significantly extend campaign life I'm not sure.
 
It did occur to me that if intrigue and the like were a bigger part of the campaign that there might be more impetus to grab levels in non-combat careers like Noble. Whether this would significantly extend campaign life I'm not sure.
All careers are non-combat ones (you can seldom add them to an attack or damage roll). But yes, there's quite a few reasons to grab Noble, Poet and the likes.
OTOH, H+I adds social combat, which is a very good intro to a duel, and can even be used during one. Cutting remarks are cutting your abilities, too:shade:!
Of course, my character starting as a noble-poet-soldier with a fencing school which emphasized the use of graceful movements was no accident, too bad that campaign didn't last long:grin:!
 
All careers are non-combat ones (you can seldom add them to an attack or damage roll). But yes, there's quite a few reasons to grab Noble, Poet and the likes.
OTOH, H+I adds social combat, which is a very good intro to a duel, and can even be used during one. Cutting remarks are cutting your abilities, too:shade:!
Of course, my character starting as a noble-poet-soldier with a fencing school which emphasized the use of graceful movements was no accident, too bad that campaign didn't last long:grin:!
Yeah, I get that, I didn't word my post well - I was thinking in terms of the difference between specifically social-urban careers like Noble, and ones that more specifically synergize with the peripatetic S&S adventurer trope - so things that give you exploration or stealth skills, or magic skills. I think A lot of players would gravitate to those over something like Noble or something similar. There's no science here, just my overall impressions of players. Players might happily take a level in Noble, or Slave for that matter, during character creation because it makes narrative sense and it's one out of four, but when it comes to spending precious experience I think motivations and heuristics change as regards career choice and move toward the more practical.
 
Yeah, I get that, I didn't word my post well - I was thinking in terms of the difference between specifically social-urban careers like Noble, and ones that more specifically synergize with the peripatetic S&S adventurer trope - so things that give you exploration or stealth skills, or magic skills. I think A lot of players would gravitate to those over something like Noble or something similar. There's no science here, just my overall impressions of players. Players might happily take a level in Noble, or Slave for that matter, during character creation because it makes narrative sense and it's one out of four, but when it comes to spending precious experience I think motivations and heuristics change as regards career choice and move toward the more practical.
Yeah, got that, but my point still stands: in H+I this distinction is much less meaningful, because there's social combat to account for as well, on top of fighting, sneaking, athletics, and magic:thumbsup:.
 
Yeah, got that, but my point still stands: in H+I this distinction is much less meaningful, because there's social combat to account for as well, on top of fighting, sneaking, athletics, and magic:thumbsup:.
I'm only familiar with straight BoL, so .. sure? :thumbsup:
 
Players will always gravitate towards 'optimum' choices in my experience, it is trying to spread the optimum choices that's the trick.

It was more of an instant thought on something that may extend the life of the campaign while working within the numerical restrictions in BoL/H+I.

Personally I think the 'character stable' is a good idea for S&S, reminds me of the Ars Magica 'troupe' idea, and could be run as such.

Now that's got me thinking - one 'main' character per player who advances quickly, one sidekick style who may not advance at all (or more slowly) and the remaining as lowly mooks. Get the main characters together for the grand finale, hmm, needs more work but possible.
 
Players will always gravitate towards 'optimum' choices in my experience, it is trying to spread the optimum choices that's the trick.

It was more of an instant thought on something that may extend the life of the campaign while working within the numerical restrictions in BoL/H+I.

Personally I think the 'character stable' is a good idea for S&S, reminds me of the Ars Magica 'troupe' idea, and could be run as such.

Now that's got me thinking - one 'main' character per player who advances quickly, one sidekick style who may not advance at all (or more slowly) and the remaining as lowly mooks. Get the main characters together for the grand finale, hmm, needs more work but possible.
Yeah, this was pretty much what I was thinking. Normally fantasy campaigns are conceived of as something closer to a novel in terms of arcs and continuity, but I thought that something more like a short story collection could be a lot of fun too.
 
Apropos of nothing in particular, I think BoL now tops my list of systems I'd use to run a Malazan Book of the Fallen game. I like the rules a lot, and the Warren magic of the books would translate pretty easily over to the open system presented in BoL. Additionally, for the mere mortals of the setting, magic is stupendous and terrifying thing, as are most of the elder creatures. Very S&S in many ways. Anyway, so there's that.
 
Apropos of nothing in particular, I think BoL now tops my list of systems I'd use to run a Malazan Book of the Fallen game. I like the rules a lot, and the Warren magic of the books would translate pretty easily over to the open system presented in BoL. Additionally, for the mere mortals of the setting, magic is stupendous and terrifying thing, as are most of the elder creatures. Very S&S in many ways. Anyway, so there's that.
Oh, now that's an interesting thought. My thought was to always run that setting like the authors did in a GURPS mechanics setting or maybe a BRP/Mythras mechanics setting.
 
Oh, now that's an interesting thought. My thought was to always run that setting like the authors did in a GURPS mechanics setting or maybe a BRP/Mythras mechanics setting.
For me it depends on which parts of the books you want to run. BoL would be OK for the in-regiment Bridgeburners stuff, but I think it's perfect for, say, adventures in Darjuistan or any of the groups and individuals running about doing heroic/awful things bits (like the whole of Gardens of the Moon, for example).

I don't like GURPS nearly enough to even consider it, and as much as I appreciate Mythras, it's not quite what I want in this case, although I'm sure it would do a fine job.

The main thing in a Malazan game, for me, is making the Warren magic work. In the case of BoL I think you could just treat them like Sorcerous Careers and it's almost good to go without any other hacking. That's a hue plus IMO. I also think the mass battle rules in BoL are good, and that would also help a Malazan game quite a bit.
 
I'll toss in that while mulling over S&S gaming options, I gave our very own Kobayashi Kobayashi 's Black Sword Hack another read. If you don't own it and you like OSR goodies just go buy it. You can thank me later, it's great. /shameless plug
 
BoL (including its pre-Everywhen variants) is one of my absolute favorite, go-to game systems. Over the past 10 years or so, I've used it to run S&S (both with Legendary and Mythic editions) and D&D-style dungeon crawling, as well as "not-Traveller" space hijinks, "not Top Secret" espionage action, Hammer Horror-style pulp horror investigation/monster-hunting, and a full-on Fading Suns hack.

The career system works great IME as an alternative to lengthy skill lists -- I've not had any trouble with it in play, but understand how the vagueness could be frustrating for some. Boons & Flaws are OK, I usually trim down the list and only allow 1-2 at chargen. Modifying the uses for Hero Points and the mechanical benefits of Mighty/Legendary Successes can make for a grittier feel.

The experience system can actually support longer campaign-style play, it helps if the GM takes a cue from Classic Traveller, emphasizing in-game rewards and prestige instead of mechanical benefits. In some of my games, I've actually jettisoned the BoL experience system and hand-wavy treasure in favor of tracking wealth and in-game advancement a la CT. Want to gain a Boon or get rid of a Flaw? Find a way that makes sense in the setting, but it'll cost you something (time, resources, dangerous quest, etc.) Want to improve your Melee skill? Take downtime and pay someone to train you. And so on...

My biggest complaint about BoL is that when I've used it to run different genres one after another, they all start to feel kind of samey regardless of how different the setting is. I don't really care for Everywhen, the "official" generic version of BoL -- there are a few bits and pieces I've taken, but there are too many fiddly new rules (expanded Lifeblood tracking, Fatigue, etc.) that seem against the fast-and-easy spirit of BoL. It would have been better to continue putting out separate, focused games a la Dicey Tales, Dogs of W*A*R, Honor & Intrigue, and Barbarians of the Aftermath.
 
The other book series that doesn't have an RPG (currently or that's any good) that Id be really tempted to use BoL for is the Drenai Cycle. Maybe my second favorite fantasy series and a perfect match for what BoL does.
 
So, I'm kind of taken with the notion of a Malazan hack, so I've gone ahead and done a rough pass at what Warren Magic would look like in the BoL rules. I'll lay this out in point form, and you BoL experts can weigh in as you see fit

Malazan Warren Magic for BoL (M=Magnitude, AP=arcane power)
  • Warrens available to humans - shadow, mind, healing, demons, sea, sky, land, stone, earth, fire, death, dark, light, beast
  • Others – dragons, ice, azath (anti-magic), greater darkness, war, greater fire, many others (may be available during play)
  • w/in warren for M spells = -2 AP, outside warren = +2 AP (may reduce min/max)
  • Recovery of w/in warren M2 spells in by day, not by month
  • Opening a path to a warren is M2 or M3 depending on size, rank 3 = -1, rank 4+ = -2
  • Basic effects M1 – d6 damage, d6 shield against magical effect – M2 - 2d6+, M3 = 4d6+ area
  • Basic effects are always counted as in-warren, so daily, not monthly
  • M spells always incur a Lifeblood cost = to M in addition to any other costs
 
Personally, BoL (and by extension Everywhen) is one of my absolute favourite systems, both for low fantasy and most other things too.

I'm currently part way through running a swashbuckling Three Musketeers-era campaign (a pre-written one originally designed to be used with Flashing Blades) that's going really well. My write-up so far is here: https://forum.rpg.net/index.php?threads/everywhen-an-ambassadors-tales.873639/

I've also used it for running a Western, a Dark Heresy-style 40k game, a game set in the late Roman Empire, and the standard sword & sorcery fantasy.

I'll also add that the BoL/Everywhen Facebook group is fairly active, with quite a lot of posts from the publishers.
 
Apropos of nothing in particular, I think BoL now tops my list of systems I'd use to run a Malazan Book of the Fallen game. I like the rules a lot, and the Warren magic of the books would translate pretty easily over to the open system presented in BoL. Additionally, for the mere mortals of the setting, magic is stupendous and terrifying thing, as are most of the elder creatures. Very S&S in many ways. Anyway, so there's that.

For me it depends on which parts of the books you want to run. BoL would be OK for the in-regiment Bridgeburners stuff, but I think it's perfect for, say, adventures in Darjuistan or any of the groups and individuals running about doing heroic/awful things bits (like the whole of Gardens of the Moon, for example).

I don't like GURPS nearly enough to even consider it, and as much as I appreciate Mythras, it's not quite what I want in this case, although I'm sure it would do a fine job.

The main thing in a Malazan game, for me, is making the Warren magic work. In the case of BoL I think you could just treat them like Sorcerous Careers and it's almost good to go without any other hacking. That's a hue plus IMO. I also think the mass battle rules in BoL are good, and that would also help a Malazan game quite a bit.
...and this now tops the list of "games I'd like to play in, but probably won't ever get to'":skeleton:.


The other book series that doesn't have an RPG (currently or that's any good) that Id be really tempted to use BoL for is the Drenai Cycle. Maybe my second favorite fantasy series and a perfect match for what BoL does.
I think the Drenai cycle calls for a grittier approach...but you might make it work, indeed.
But I'd rather use Mythras just because of the Passions. Also Theism.
Then again, what I'd really want to use is a hack of of Sanguine's house system (as seen in Sanguine's Usagi Yojimbo 1e, Myriad Song, Ironclaw and the like). I've been houseruling the anthropomorphic animals out of it for ages now, so I'm used to the exercice:grin:!


The experience system can actually support longer campaign-style play, it helps if the GM takes a cue from Classic Traveller, emphasizing in-game rewards and prestige instead of mechanical benefits. In some of my games, I've actually jettisoned the BoL experience system and hand-wavy treasure in favor of tracking wealth and in-game advancement a la CT. Want to gain a Boon or get rid of a Flaw? Find a way that makes sense in the setting, but it'll cost you something (time, resources, dangerous quest, etc.) Want to improve your Melee skill? Take downtime and pay someone to train you. And so on...
:thumbsup:
My biggest complaint about BoL is that when I've used it to run different genres one after another, they all start to feel kind of samey regardless of how different the setting is. I don't really care for Everywhen, the "official" generic version of BoL -- there are a few bits and pieces I've taken, but there are too many fiddly new rules (expanded Lifeblood tracking, Fatigue, etc.) that seem against the fast-and-easy spirit of BoL. It would have been better to continue putting out separate, focused games a la Dicey Tales, Dogs of W*A*R, Honor & Intrigue, and Barbarians of the Aftermath.
I'm of two minds on that. OOH, I like the focused books. OTOH, I find generic game supplements extremely useful to people who have a strong campaign idea, but are intimidated by the thought of needing to translate the necessary elements in system terms:shade:.


Also, this thread alerted me to the existence of The Black Sword Hack...which looks like something I'd dig, so I just might order it (along with Cepheus Deluxe:devil:).
 
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...and this now tops the list of "games I'd like to play in, but probably won't ever get to'":skeleton:.
Well, if I run this PbP or online I'll give you first crack at a spot and we'll see if we can work out the time difference. :thumbsup:
 
The career system works great IME as an alternative to lengthy skill lists -- I've not had any trouble with it in play, but understand how the vagueness could be frustrating for some.

IMHO - It is important for the players to read the career blurbs to get a general idea of what types of skills they encompass.

Like the occupations listed in CoC, except those listings show what that skills that occupation can generally do.



I'm currently part way through running a swashbuckling Three Musketeers-era campaign (a pre-written one originally designed to be used with Flashing Blades) that's going really well. My write-up so far is here: https://forum.rpg.net/index.php?threads/everywhen-an-ambassadors-tales.873639/

Totally stealing ideas. I'm running a new campaign where I got al the FB supplements, with plans to string them together in a longer campaign. I'm doing it as an low prep series of adventures in between regular sessions.
 
Hello everyone. I’ve joined mainly to comment in this thread, as BoL and Everywhen are my favourite systems.

Currently I’m running a BoL hyborian game (8 sessions in) and BoL’s just great at this sort of setting – just slap Mongoose’s ‘Road of Kings’ on top – or even better, re-read the original tales – and away you go.

BoL and Everywhen have been my go-to systems for a while now. And the best thing about the different BoL games is that the system is quite modular. You can add EW bits to your BoL game and visa versa, and it will work seamlessly. In the Hyborian game I’ve added the Resolve rules (fear checks) from EW, as I’m one of those people who think if you are playing in Conan’s world, you are playing in a world where the Cthulhu Mythos nibbles at the edges of reality. Also, I use the damage rules from BoL in my EW games, as the system set out in EW – while essentially the same – is just a bit too fiddly in practice for me.

I’ve also used EW for a swashbuckling ‘musketeers’ campaign – ‘Captain Treville’s Daughter’ - that used all the ‘Flashing Blades’ scenarios as well as other ideas I ripped off from elsewhere and my own scenarios. I’ve also had succesful campaigns of both 1930s and 1960s spys.

The Everywhen book suffers from many of the problems of kitbox generic core books of being a dry textbook style read, and some of the optional add-ons are not explained too well. However, the various setting books written by Garnett Elliott, who now has control of the EW line, are excellent, and far better presented than in the core book. (For example I use the Resolve rules as explained in the new EW pulp supplement.)

Back in the day of Legendary Edition BoL (the previous edition before the current Mythic Edition) I played the hell out of the ‘Dicey Tales’ pulp supplement and had a lot of fun. However, I reckon that the 1930/40s EW supplement ‘Pulse Pounding Pulp’ is a better piece of work. (Full disclosure - I was one of playtesters of a scenario in PPP and my wife and I have a credit in the book.) I’ve run a whole campaign of urban fantasy set in 1930s LA off of playtesting ‘Hooray for Hellwood’

The biggest bugbear people seem to have with BoL engine games is character advancement. If part of the game for you and your players is levelling up and gaining new feats or other widgets, then these games may not be for you. BoL/EW doesn’t do zero to hero. You need to be stingy in handing out advancement points and stress success as advancement socially within the setting - approach it like classic Traveller, where after chargen you develop very slowly. In my ancient Egyptian game a player started out as the only straight medjay (cop) on the force in Thebes, and ended up working for one of the regents, with lots of power within the setting – but his stats hadn’t changed that much. In BoL you start out competent from the get go.
 
Also, I use the damage rules from BoL in my EW games, as the system set out in EW – while essentially the same – is just a bit too fiddly in practice for me.

Like many (most?) people coming to EW from BoL, I initially really disliked the damage rules, which seemed at first glance like an unnecessary complication of BoL's nice simple system.

However, on reflection, I realised that actually they're not any more complicated, and make it much easier to keep track of which damage heals after a short rest and which heals slowly over several long rests. It initially feels more fiddly and complicated because of the way it's recorded, but I've found in practice that my players grasped it quickly. Basically, rather than being a complication, it's a clarification. It just took me a while to process it.
 
So, to continue on the theme of a Malazan hack of BoL I've bene thinking about Moranth Munitions. For those of you who haven't read the books these are alchemetical explosives. They come in a variety of flavors, but for now I'm sticking to what I like to think of as the core three - Flamers, Sharpers and Cussers. All three can be fired from a modified crossbow with a range of about 60'.

Flamers are essentially (smallish) fireball grenades

Sharpers are the equivalent of a hand grenade (so explosives and shrapnel) with some directional ability (like a claymore almost)

Cussers are the big betty's of the setting and are the equivalent of a satchel charge.

(bonus type - Smokers, but I don't really need mechanics for a smoke grenade at this point)

What I haven't really decided on is what kind of damage these should do. I think that the standard d6 of some variety should be fine for the first two. Flamers at d6 with a radius and Sharpers at d6H. Cussers are bigger though and that kind of escapes BoL's damage model. It matters in-setting because the munitions is what levels the playing field somewhat between mortal Malazan Marines and some of the big scary arcane shit they have to fight sometimes. I think Cussers should be something more like d8H or even d10H with a radius, but never having run BoL I'm not sure how that would play. Some balance is achieved because playing with munitions is dangerous and critical fails could easily turn a character into pink mist.

If anyone has great ideas about how to implement this I'm all ears.
 
Fenris-77, with regard to your Malazan hack of BoL and specifically Moranth Munitions, in the Everywhen rules there are 6 higher levels of damage above the top damage of BoL, which is d6H (roll 2 d6 and take the highest as damage). The game rates damage on a 'damage level track', and in fact they have two tracks - which both have the same sort of range, but use a different notation. I, like some others, use the alternative track as I find the notation for the original track is a bit too fiddly to remember. So for example, on the track I use the level above d6H is d6Lx2 (roll 2 d6, take the lowest as damage and then double it - giving a range of 2 to 12 damage). Also some weapons have Scale and so may roll more dice and deal higher damage.

Area Effect weapons (like explosives, grenades, mortars, etc.) have a blast radius determined by the GM for the weapon, and all damage within the area can be divided up among people within the area.

A look at the rules (if you can get a sight of them somewhere) makes the damage tracks clear, although I find the explanation of Scale (and Resolve for that matter) better in Pulse Pounding Pulp than in the core book.
 
Following on from Urbwar’s mentioning of the free Everywhen ‘Wyrd Sails’ publication on Drive Thru, I thought I’d mention that Garnett Elliott has also put out another free publication on Drive Thru - ‘The Fomorian’. (Oops! I've just noticed that Urbwar did link to this on page 1, but I missed it as he didn't refer to it by name. Sorry Urbwar!)

As the blurb says: “The Fomorian is a quickstart solo adventure, set against a space western backdrop.” It’s a 37 page hyperlinked PDF and is essentially designed to teach people the basics of the Everywhen system. (Once again, I should point out that I was one of the playtesters for this.)

I think it’s set in the space opera setting that Garnett hopes to produce next year, a setting called ‘Hypergiant’. Before that though, I think the next release should be the ‘Sword & Sorcery Codex’, which should feature three S&S settings. ‘Wyrd Sails’ is sort of a taster for this. As Pulse Pounding Pulp has already been published, once all three are released Everywhen should cover the three main strands of 30’s to 50’s pulp magazines.
 
Fenris-77, with regard to your Malazan hack of BoL and specifically Moranth Munitions, in the Everywhen rules there are 6 higher levels of damage above the top damage of BoL, which is d6H (roll 2 d6 and take the highest as damage). The game rates damage on a 'damage level track', and in fact they have two tracks - which both have the same sort of range, but use a different notation. I, like some others, use the alternative track as I find the notation for the original track is a bit too fiddly to remember. So for example, on the track I use the level above d6H is d6Lx2 (roll 2 d6, take the lowest as damage and then double it - giving a range of 2 to 12 damage). Also some weapons have Scale and so may roll more dice and deal higher damage.

Area Effect weapons (like explosives, grenades, mortars, etc.) have a blast radius determined by the GM for the weapon, and all damage within the area can be divided up among people within the area.

A look at the rules (if you can get a sight of them somewhere) makes the damage tracks clear, although I find the explanation of Scale (and Resolve for that matter) better in Pulse Pounding Pulp than in the core book.
Hmm. I like the idea of sticking with d6's and just rolling more and multiplying or adding. That's pretty cool. I'll futz about with some damage ranges and figure something out to playtest. The real trick is the Cusser, which in-fiction is powerful enough to one-shot a dragon if you hit it right. I don't think I want to go quite that far, but it does need to be punchy. Thanks!
 
Up thread stonetoflesh said: "It would have been better to continue putting out separate, focused games a la Dicey Tales, Dogs of W*A*R, Honor & Intrigue, and Barbarians of the Aftermath." This surprised me, as Everywhen has a large number of settings/supplements available on Drive Thru.

Anywhen Adventures: “Nine adventures spanning space and time across the pulp multiverse! From 3500 BC to 2210 AD, just about every genre is in here, including Bronze Age sword and sandal, gothic horror, cyberpunk, wuxia, chanbara (samurai), fantasy, and gritty sci-fi.”

Dogs of W*A*R: This is a conversion of the original '80s action RPG Dogs of W*A*R for the Everywhen system, and has been updated to include a new scenario, intelligenge backgrounds, vehicles for land, air and sea, weapons tables, etc.

Blood Sundown: a Weird West setting, which I’ve described as like an episode of the Twilight Zone where Stirling rips off HP Lovecraft. There is also a scenario called ‘Dragon by the Bay’ which is inspired by ‘Big Trouble in Little China’ - “Is it a Weird Western adventure? A wuxia tale? It’s both, as players pit smoking Colt revolvers and kung fu skills against the forces of Twin Fury Xue, including his small army of jiangshi, the dreaded Hopping Vampires!”

Neonpunk Crysis: 1980s anime cyberpunk adventure - Neonpunk Crysis takes you back – and forward – to the mean streets of Neo Tokyo. Rogue androids prowl through glitzy nightclubs, their algorithms on the verge of self-awareness. Escapees from psionic labs struggle to keep their rage-induced powers under control. Salarymen, beat cops, gang members, punks, and petty criminals alike all grope for enough yen to go another week in the frenzied metropolis. There is also a scenario for this setting ‘Escape from Old Tokyo’, based on (you guessed it) ‘Escape from New York’.

There are a few other settings and also weapon tables, chargen for playing supernatural creatures (vampires, werewolves, demons, ghosts, revenants, the revived and the constructed), and for playing ‘Manimals’ - humanoid animals for settings past, present, and future.

So there is a lot of supporting material for Everywhen.

I hope this has proved useful.

(I’ll shut up now.)
 
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