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I understand where you're coming from. HP seems easy because it is so ingrained in the culture, and it doesn't require narrative. It is simple math, but it does not tell a story. 'I lose 8HP' means what? What do we see in the screen? What happened to you? What changed? By removing HP, we open up story avenues. 

The struggle you're feeling now is part of our assumptions that we need a mechanical translation of an effect for a result to feel valid. Everspark invites you to consider it differently. Beginners, especially because they don't have experience with other RPGs, jump into the narrative train easily, from my experience. "I rolled an 8, hmmm, perhaps it grabs me by the sword and shakes me to the side!" Fun! What now? Where do I go from here? We can see that scene in our minds. We can't see "I lose 8 HP". 

Sparks can be fun, but they should be used mindfully. If you do rely on Sparks for everything, it will be overwhelming, as you said. That is why it is one of the Spark Principles I highlight in the book. Go easy on them as you start. I have a table with 8 beginners, and after 23 sessions, everyone is happily going crazy with them now. 

But mostly, embrace narrative consequences. How does your position to affect the story changes after a bad roll? Close your eyes and see it as a movie, not a video game. 

I hope that helps a bit! And thank you for your questions, they are very important! I encourage you to give it a go for a few sessions with that in mind. Feel free to ask more clarifications, if needed. Also, Tony examples above are great too!