Archive for March 4th, 2010


I always found it odd at the casual disdain that Wujcik had for rules. I don’t mean it as some sort of pejorative statement. One of my personal beliefs is never speak ill of the dead because they can no longer defend themselves. But he really enjoyed skirting, if not ignoring, rules.

It is what makes the rule system for Amber so frustrating. In game design, the rules must reflect the world, genre, tone, and relative level of realism the game is aiming for. The rules need to be able to account for everything that the game creator feels must be accounted for in order for the player to have the experience that the game designer wanted. That’s why I will always go back to the rules and try to find ways to justify it in the rules.

Heck, rules do more than just define a world. We cannot play games without rules. The rules define what the game ultimately is. To say “there are no rules” is to also say “there is no game.” There has to be something there in order for the game to work, at least on some level. The rules are there and agreed upon by all parties before the game begins. Without the rules, I cannot even imagine what there will be, but I know what won’t be there. The game of Amber.

-Michael Zack, Amber Diceless RPG Yahoo!Group

(Bolded emphasis mine.)

There are two reasons why this post struck me so strongly.

One, of course, is obvious: the truth of it. Wujick played fast and loose with the rules, and expects GMs of the Amber DRPG to do the same – and it’s frusterating beyond belief. He put the framework of a loose box around the world of Amber, and expected everyone to think outside of it. It relies entirely on good GM calls – and almost excludes new GMs by the very fact that it does.

Frusterating.

The second is not so obvious, but it should be. After all, what applies to the game also applies to the Family game, right?

The rules were written before you were born, aren’t actually written down on paper anywhere, and the other players are often terrible at explaining them to you… but there are rules.

I suggest that ADRPG, perhaps more than any other roleplaying game I have played, depends on conforming to Zelazny’s style and vision for the multiverse. While items played a larger role in Merlins’ chronicles than Corwins’, it was still the brains and abilities of the characters (including emergently sentient items such as Ghostwheel) that dominated the story; as the GM, I believe it’s up to you to keep items from dominating your story too, however you choose to do that.

-David Van Dyche, Amber Diceless RPG Yahoo!Group

This makes enormous sense to me as a GM, and I think I’m going to present it without otherwise commenting.

It is not merely that the PCs all know each other, rather that they are all parts of the same community, so they know (and, importantly, are known[ by]) the whole community. A member of the group who is not a member of the community is an anomaly.

(from Rob Donaghue, here)

I had to think a while – and read the whole post a few times – to see how what the author was saying applied to Amber.

In the end, it was those two sentences that made it all make sense.

Dalt is an anomaly, where the redheads are not, even though both attacked Amber: they are part of the community, he is not. The same could be said at first of Rinaldo, although he quickly joins the community merely on the strength of knowing first Merlin and then Vialle. Brand is part of the community and chooses to leave it, becoming the anomaly.

What a fascinating thought.