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Everway, in a GM-less variant of my own devising.I'd love to hear more about what "a collective, ongoing effort of making sense of a Realm's oracle" looks like, and how to encourage or leverage it in play.
It's largely an Archipelago hack, but it also integrates all components from the original game: the Fate Deck, Vision Cards, element wheel, powers and magic, etc. Essentially, what used to be GM prep in classic Everway becomes a collective, ongoing effort of making sense of a Realm's oracle - a process which effectively replaces Archipelago Destiny Points. I also included various bits from a work-in-progress I call The Fourth King (in turn a spin-off from my white whale project Cast Down from Eden) which are meant to give the game a certain episodic structure, with most conflicts exploding and being resolved near the end of an episode.
This was the first session - excepting an afternoon we spent creating characters a couple weeks ago - and, of course, mostly a playstorming. We're satisfied enough to carry on with the experiment, fine-tuning as we go.