Now, all this said, as a GM, you have free reign on your game to run it as you wish. You may think, based upon what I have said regarding my own GMing style, that as a GM, I am a bully. But … if you give your players whatever they want, without the consequinces or challenges that accompany such power, then inevitably there will come a ‘cold war’. After all, if the guys on either side of you are getting everything they want, merely by saying they are going out and getting it. Then why wouldn’t you do the same? Thus, your initial question was what we do to stop such situations. I make my players sweat and bleed for it, and if they truly want it, they will likely eventually get it. Then, they will learn what else it does…
-ChiefsFan, Amber Diceless RPG Yahoo!Group
This was part of a larger discussion of how to handle powerful (i.e., point-worthy) items in Amber, and how to keep it from getting out of hand.
The author of this particular post seems willing to call himself a bully for making the players work for stuff, but… I don’t really see it. As far as I’m concerned, you should only not have to work for Items and Creatures you purchase at game start. This isn’t because I’m worried at all about some kind of cold war – heaven knows Amberites are perfectly capable of manufacturing cold wars amongst themselves without ever bringing any more items in than what they already have – but because as I’ve already said, tools like that have costs. One of those is the process of acquisition; without working for it, do you really value it appropriately?
I’m not saying such things should be impossible to do, particularly if it’s something needed for plot. But I don’t care to run a game where everyone is The Golden Child Merlin, To Whom The Universe Hands Everything He Really Needs. (/snark)
Besides, having everything handed to you gets kind of boring after a while.
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