Everyone is John is a unique and creative tabletop role-playing game that stands out for its simplicity and focus on collaborative storytelling. Unlike traditional RPGs with complex character sheets and intricate worlds, this game centers around a single character, John, whose mind is controlled by multiple players, known as Overlords. It’s a game of conflicting desires, humorous outcomes, and imaginative problem-solving, perfect for a casual game night or a quick, engaging session with friends.
This guide will walk you through the core rules of Everyone is John, explain how to set up a game, and provide actionable tips for both John and the Overlords to ensure a fun and memorable experience. Whether you’re new to role-playing or looking for a fresh, lighthearted game, understanding these fundamentals will help you dive into the quirky world of John.
What is Everyone is John?
Everyone is John is a freeform role-playing game where one player embodies ‘John,’ a seemingly ordinary person whose mind is fragmented and controlled by several ‘Overlord’ players. Each Overlord has a distinct obsession and a set of skills, and they compete to influence John’s actions to fulfill their own desires. The game’s charm comes from the often-contradictory goals of the Overlords, leading John into hilariously bizarre situations.
The game requires minimal setup and no elaborate props, making it highly accessible. Its rules are designed to be easy to learn, allowing players to quickly grasp the mechanics and focus on creativity and storytelling. This structure encourages improvisation and witty interactions among players, making each session unpredictable and entertaining.
The Core Rules of Everyone is John
Understanding the fundamental rules is key to playing Everyone is John effectively. The game revolves around simple mechanics that govern how Overlords control John and how actions are resolved.
Player Roles
- John: One player takes on the role of John. This player acts as the narrator for John’s physical actions and reactions, interpreting the instructions from the Overlords and describing the consequences. John does not have their own motivations but rather embodies the collective (and often conflicting) will of the Overlords.
- Overlords: All other players are Overlords. Each Overlord creates a unique obsession and a set of skills for John, aiming to guide John towards fulfilling their personal goal. Overlords compete for control over John’s actions.
Creating Your Overlord
Before the game begins, each Overlord needs to define their character. This involves creating three key elements:
- An Obsession: This is a specific, measurable goal that your Overlord wants John to achieve. It should be clear and distinct. Examples include ‘Make John become a world-renowned chef,’ ‘Have John adopt five cats,’ or ‘Get John to steal the Mona Lisa.’
- Whispers: You start with 10 ‘whispers.’ Whispers are your currency for influencing John. They represent your mental energy and ability to assert control.
- Skills: You choose three skills that John possesses specifically because of your Overlord’s influence. These skills should be directly relevant to your obsession. For instance, if your obsession is ‘Become a chef,’ skills might be ‘Excellent Knife Skills,’ ‘Knowledge of Herbs and Spices,’ or ‘Calm Under Pressure in a Kitchen.’ Each skill has a rating from 1 to 3, representing John’s proficiency when influenced by your Overlord.
Taking Control: The Bidding Process
At the start of each round, or whenever John needs to take a significant action, Overlords bid whispers to gain control. The Overlord who bids the most whispers gets to dictate John’s action for that moment.
- Bidding: Overlords secretly choose how many whispers they want to bid. All bids are revealed simultaneously.
- Winning Control: The Overlord with the highest bid wins control. They then describe the action John attempts to take, incorporating their obsession and skills.
- Ties: If there’s a tie for the highest bid, the tied Overlords can either increase their bids (if they have whispers remaining) or agree to let another Overlord take control. If no agreement is reached, John’s player might choose randomly or the action might simply fail due to indecision.
Performing Actions: Skill Checks
When an Overlord wins control and describes John’s action, a skill check might be required to determine success or failure. This is where John’s skills come into play.
- Difficulty: The John player, or a designated Game Master (GM) if one is present, sets a difficulty rating for the action, typically on a scale of 1 to 10 (or higher for very challenging tasks).
- Rolling the Dice: The controlling Overlord rolls a six-sided die (1d6). They add the rating of one of their relevant skills to the die roll.
- Success: If the total (die roll + skill rating) meets or exceeds the difficulty, John succeeds at the action.
- Failure: If the total is less than the difficulty, John fails. The John player describes the failure, which can often be as entertaining as a success.
Losing Whispers
When an Overlord wins a bid, they lose the whispers they bid. If they fail a skill check, they lose an additional whisper (or more, at the discretion of the John player for particularly spectacular failures). If an Overlord runs out of whispers, they are out of the game and can no longer influence John.
Winning the Game
The game ends when only one Overlord remains, or when John’s player decides the story has reached a natural conclusion. The Overlord who successfully achieves their obsession before running out of whispers, or is the last Overlord remaining, is declared the winner.
Setting Up Your Game
Getting started with Everyone is John is quick and easy. Here’s a step-by-step guide:
- Gather Players: You need at least three players: one to be John, and at least two Overlords. More Overlords generally lead to more chaotic and fun games.
- Designate John: One player volunteers or is chosen to be John. This player will narrate John’s experience.
- Overlord Character Creation: Each Overlord secretly creates their character by choosing:
- An Obsession: A clear, unique goal for John.
- 10 Whispers: Starting currency.
- Three Skills: Relevant to the obsession, with ratings from 1-3. Write these down.
- Establish the Scenario: The John player, or a designated GM, describes John’s starting situation. This could be anything from ‘John wakes up in a park with no memory’ to ‘John is at a job interview for a clown.’ This initial scenario provides the backdrop for the Overlords’ machinations.
Playing the Game: A Step-by-Step Flow
Once setup is complete, the game proceeds in a series of rounds:
- The Situation: John’s player describes the current situation John is in and what John is generally doing (e.g., ‘John is walking down the street, minding his own business’).
- Overlord Bidding: Overlords secretly bid whispers to take control of John for the next action.
- Announce Bids: All Overlords reveal their bids simultaneously. The highest bidder wins control.
- Declare Action: The winning Overlord declares what action John attempts to take, keeping their obsession in mind.
- Skill Check (if needed): John’s player determines if a skill check is required and sets a difficulty. The controlling Overlord rolls 1d6 and adds a relevant skill.
- Outcome Description: John’s player describes the success or failure of the action, and any immediate consequences.
- Whisper Adjustment: The winning Overlord subtracts the whispers they bid. If they failed a skill check, they lose an additional whisper.
- Next Round: The game continues with a new situation or the consequences of the previous action, and Overlords bid again.
Tips for a Better Game
To maximize the fun and creativity in your Everyone is John session, consider these tips:
For Overlords:
- Be Creative with Obsessions: The more specific and unique your obsession, the more interesting John’s journey will be. Avoid overly broad goals.
- Strategic Bidding: Don’t always bid your highest. Sometimes, letting another Overlord take control for a less important action can save your whispers for when it truly matters.
- Skill Synergy: Choose skills that genuinely help John achieve your obsession. A well-chosen skill can significantly increase your chances of success.
- Embrace Failure: Sometimes John’s failures can be more entertaining than successes. Don’t be afraid to take risks.
For the John Player:
- Be a Fair Narrator: Interpret Overlords’ instructions and skill check results fairly and consistently.
- Embrace the Chaos: John’s life will be a mess. Lean into the absurdity and describe the wild outcomes with enthusiasm.
- Set Interesting Scenarios: Start John in situations that offer many possibilities for action and conflict among Overlords.
- Vary Difficulty: Adjust skill check difficulties based on the action’s complexity and the environment. A simple task might be difficulty 3, while a complex heist could be 9 or 10+.
Why Play Everyone is John?
Everyone is John offers a refreshing take on tabletop gaming, providing numerous benefits for players:
- Accessibility: With minimal rules and no need for extensive materials, it’s easy for anyone to pick up and play, regardless of their RPG experience.
- Creativity and Improvisation: The game encourages players to think on their feet, create unique characters, and collaboratively build a dynamic story.
- Humor: The conflicting goals of the Overlords almost guarantee hilarious and unexpected outcomes, making it a great game for laughter.
- Engagement: Every player is constantly involved, either bidding, declaring actions, or narrating the story, ensuring high engagement throughout the session.
Conclusion
Everyone is John is a fantastic game for those seeking a fun, lighthearted, and highly imaginative role-playing experience. By understanding the simple rules for Overlord creation, bidding, and skill checks, you and your friends can easily dive into the chaotic and amusing life of John. This game proves that you don’t need complex mechanics to create engaging stories and memorable moments.
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