Archive for March, 2010


One other thing I would mention before ending my rather long rant, is that to a degree the GM must be somewhat adversarial with the players. The alternative is a Monty Haul campaign where anything can be had with minimal effort. It might be fun for the players at first, but after a while, they will grow bored. No challenges mean no sense of accomplishment. Of course I realize no one posting on this thread is suggesting that the GM not challenge the players, but powerful items should come at a price. Sure, the Elders are not sitting around just waiting for a chance to steal from the characters. However, there are more dangers to owning a powerful item then just Elder theft. The item itself will likely have side-effects associated with it’s use. The use of an item capable of functioning throughout shadow likely causes small ripples in shadow that are felt by those with the power to perceive disturbances or changes in shadow and those beings can be Elders, Lords of Chaos, powerful shadow beings who have themselves abilities to perceive such disturbances. Then of course, there are the actual Powers themselves, represented by the Serpent and the Unicorn. They set the ‘laws’ in their sphere of influence within shadow and would definitely resent having it’s ‘rules’ so disrupted. The power might in turn manipulate an Elder or one of the other previously mentioned beings to see that the item ceases to be such a disruption.

In the end, nothing is free and the players need to discover this just as we see Zelazny’s characters understanding this.

-ChiefsFan, Amber Diceless RPG Yahoo!Group

Posted with a general feeling of agreement. Guarded agreement, because “nothing is free” isn’t quite the right way to wrap one’s head around things in Amber, I don’t think – but still.

In writing a lot of this, I realize I approach Amber in a world-setting sort of way rather than focus on the players. To me, the rules need to conform to the world rather than serve to only limit the players in some sort of way. I still hold that rules are there to define the game itself and what the players can or can’t do. But the rules are there specifically to define what the world is like and the players would be limited that way, as well as everything else in existence.

-Michael Zack, Amber Diceless RPG Yahoo!Group

This is such a false dichotomy to me – not to mention that he pretty much contradicted himself there.

The rules define the world: absolutely.

The rules should not serve only to limit the players: huh? We’re… talking about the same game, right?

The players must work within the bounds of the world, or we’re playing free-form MUSH again, only we’re face to face with the other players and not staring at text on a screen.

This is what makes sense to me: The rules define the world. The players must work within those rules – the rules of the world, the rules of the game – to accomplish anything.

Breaking the rules means breaking the game – especially in Amber, where the rules are flimsy things already. And working within rules means limits. It means you can’t use the Pattern to ‘happen’ to have exact change in Amber. It means you can’t just stroll up to Wixer and give him a pat on the head, because the Primal plane is not that simple to get to. It means you can’t go up to Tir on any given night, no matter the condition of the moon.

Unless, of course, that’s part of the plot. But then it’s a plot point, not somethign the players have decided on just because it would be convenient, which seems to be what this guy is espousing.

This is the last of the thought-provoking snippets from the extended flamewar on the Amber Diceless RPG Yahoo!Group. Now back to your regular programming… :)

For me, the books were limited. Amber itself was not so interesting as to warrant the attention. With “infinite possibilities” in Shadow, why should they all congregate in Castle Amber? I just don’t think that Zelazney took the idea far enough, and the stories were merely ‘OK’ to me.

-PantherShade

Well, I think Zelazny attempts to answer that question through Corwin’s explanation that while the Amberites can in fact go out into shadow and create any setting or kingdom they wish, even their own Amber, it would never be the real thing. Kind of like how I can easily have gone out and bought my wife a larger diamond for her engagement ring, simply by going cubic zirconium. It would look real, in fact she might not ever know the difference–and it would certainly have been easier on my wallet. Yet most women want the real thing, even if it results in a smaller stone. It’s simply the knowledge that something is real as opposed to a duplicate. A shadow of Amber might be fun for a time, but the Amberite would always know it was not the real thing. For beings with egos such as they have, I suspect such a substitution would prove intolerable in the long run.

-ChiefsFan, Amber Diceless RPG Yahoo!Group

I am a woman. I am not, I’ll grant you, most women – but I have no problem with cubic zirconium. I have less than no problem with cubic zirconium, in fact, because I don’t see a point in mortgaging large portions of one’s life in order to buy what is, in the end, a very hard, clear rock. (My engagement ring is sapphire and cubic zirconium, in fact, because I dislike diamonds that much.)

In short: this is, to me, a false comparison.

And anyway, there are much more interesting directions to go with the question of why Amberites always return to Amber.

The simplest one is that it comes down to family. No Shadow of Amber can ever perfectly reproduce every Amberite perfectly, and when you’ve grown up with these people – well, you can tell if Random’s got a tell when he plays poker, or when Flora’s hair is just that tiny bit off from perfection, or when Benedict fails to parry with his usual grace.

(This always leads me to the question of just how close these Shadows are. Do the Royals of the Shadow-Ambers walk in Shadow too? Are the Shadow-Ambers also nigh-impossible to shift in? How perfect are their Patterns?)

Then there are other aspects that could be brought into play.

Perhaps walking the Pattern instills the loyalty to Amber, and exerts a pull even on those Elders supposedly lost to Shadow.

Perhaps it’s a geas instilled in all of them as infants by Oberon or Dworkin, urging them to return to Amber time and again, if only to aid in its defense.

Maybe Corwin was wrong, and you can’t get to these Shadow-Ambers after all; they’re too close, so close that anyone trying to shift to one of them is sucked into Amber proper instead.

Erik did a fine job bringing his vision of Amber into a game form. However, it’s very obviously one sided in viewpoint and geared toward political intrigue. The powers are ill defined, and their point values are inconsistent. I understand the competitiveness angle of the attribute auction, but it’s poorly designed. I’ve never heard of an Amber game without House Rules, which tells me that the system has serious flaws.

-PantherShade, Amber Diceless RPG Yahoo!Group (italics mine)

“I’m always really interested in GMs who use house rules, because it says to me that that GM is experienced and knows what they’re doing.”

-My husband (paraphrased from memory)

I agree wholeheartedly with PantherShade regarding the issues with the ADRPG when it comes to powers and point values. I don’t disagree regarding the political intrigue. The ADRPG ranges from useful to revolutionary to ill-advised to jumping the shark entirely – from good to bad to indifferent.

My stumbling block is really the idea that you must have House Rules, which I find is implied here and in the full version of the post, which I’ve trimmed down. He basically says, “The ADRPG was so bad, I ended up creating a new system entirely to run my Amber games.”

I don’t know. It wouldn’t be pretty – but I’m pretty sure it could be done. I mean, someone must have, somewhere, right? And this was part of a larger discussion started by someone trying their best to run the game straight out of the books.

Would I do it? Hell no.

But it can be done.

Regarding the quote from my husband and the italicized part of the post – this is an interesting dichotomy to me. It was a fascinating discussion with my husband. He’s progressed very traditionally through gaming: D&D, Rifts, Traveller, and lots of wargaming. When I started gaming, I picked up White Wolf first, then went straight on through to Amber.

My husband sees house rules as the mark of a skilled gm. I see them as par for the course. They’re very different viewpoints… but we game together happily, because there’s a comfortable middle ground.

Strategies

Some game strategies to keep in mind, via Rob Donaghue.

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.