Player Characters:

Haley, played by Deb Atwood.
Donovan, played by Jill Pritts.
Valentine, played by Madeline.
Erhehta, played by Diana Probst.
Dorian, played by Justin Palk.
Khayman, played by John Kosmas.
Niamh, played by Mike Jacobs.
• Alyssa, played by Julene Cortright.
• Danyarii, played by Rob
• Gideon, played by Justin

Posted on 8/08/2004 10:12:00 AM | Link

Quotes:

• "I have never seen a building of stone, How do you move it?"
-- Erhehta

• "I've not yet got the hang of these openers," he admits, looking at the doorknob.
-- Erhehta, Prince of Amber, but not, apparently, of Doors.

• "We will travel together, but I will not kill you if you're wounded. You'll have to do that yourself."
-- Erhehta, travelling companion extraordinaire.

• "You hungry?"
-- Erhehta, learning the dangers of open-ended offers to Djinni.

• "What is it 'bout darkness that makes it less palatable than light?"
-- Danyarii, daughter of Chaos & apparent philosophy major.

• "Spirit walks, killings, possessions. All I did was get a nap and clean up a bit."
-- Danyarii.

• "Dinnae flee!" shouting at the escaping being. "Let us talk aboot yuir concerns!"
-- Danyarii, hellmaid, tries diplomacy while in hot pursuit.

• "I also am very good at multi-tasking, organization and diplomacy."
-- No Really. Alyssa, daughter of Bleys.

• "...So, Random. What the fuck is going on? The Amber I left wasn't lit by enslaved things in an epic battle with the dark. We had fucking candles. And Euclidean geometry."
-- Valentine, addressing his sworn liege.

• "You know what?" Random smiles, "I don't have all the answers.. Why don't you guys figure it out and get back to me? Valentine I'm putting you in charge."
-- Random learns the fine art of delegation.

• "Committees. That's what we need more of."
-- Random, on a roll.

• "Nothing a lawyer couldn't get us out of... it's calm enough." [a scream in the background]
-- Niamh, on top of things as usual.

• "I can only hope."
-- Dorian, never afraid to tackle the seriously weighty matters. [Will dinner resume]

• "Then perhaps I shall hold the question until you've had time to assemble your own wardrobe."
-- Dorian, keeping those priorities in order.

• "There _may_ be time for eating and deals later."
-- Dorian, discussing feeding Erhehta to the Djinn.

• "Now the Children of Shadow are able to make some heretofore unspecified move to accomplish some as heretofore unspecified goal."
-- Gideon plays detective, in great detail.

• "Naturally this means that all the light fixtures in Amber are about to go into open revolt, and march of to fight a war against the forces of Darkness ... Interesting but doesn't quite address the more distressing issues."
-- Gideon, narrator, keeping it in perspective.

• "Well.... ah, right then.... ah, I guess we'll just be going... out the door... for a walk... with the genie thingy... so you can eat... in peace... and ahhhh yeeeeaaaah..."
-- Gideon makes a discreet exit.

• "I oppose anything that wants power, destruction and domination."
-- Khayman. Remember this line.

• "Mariah. Her mother is a genie!"
-- Khayman, keeping secrets in a crisis.

• "Who *are* your enemies?"
-- Valentine, getting to the heart of the matter.

• "I think you will find that grabbing the nearest stick and smashing things is of dubious value against a properly laid binding."
-- Gideon explains the proper way to do an unbinding.

• "We use our fists on occasion, just a step above rocks."
-- Donovan explains proper fighting conduct in Chaos.

"Do the duels come before or after dessert?"
-- Donovan, enquiring about etiquette in Amber.

Posted on 8/08/2004 09:32:00 AM | Link


Timelines:

The two references I use are:
Corwin Chronicles Timeline, composed by Madeline.
Amber Timeline, originally created by Kevin Knight.

The campaign is set starting at the showdown at the end of Patternfall, so only the events before that are canon. Even then Heisenburg's principal applies. If it wasn't observed it might not have happened. If it was observed, it probably changed both event and observer.

Posted on 3/02/2003 10:03:00 AM | Link


Running Warfare Results:

• Haley (Deb): 51
• Khayman (John): 55
• Valentine (Madeline): 28
• Alyssa (Julene): 25
• Danyarii (Rob): 22
• Donovan (Jill) : 15
• Gideon (Veddarth): 15
• Dorian (Justin): 10
• Mariah (Vivian): No bid
• Niamh (Mike): No bid.
• Erhehta (Diana): MIA.

Posted on 12/27/2002 09:00:00 AM | Link


Running Psyche Results:

• Alyssa (Julene): 50
• Mariah (Vivian): 45
• Erhehta (Diana): 40
• Donovan (Jill) : 20
• Gideon (Veddarth): 15
• Haley (Deb) / Dorian (Justin) / Khayman (John): 10
• Danyarii (Rob): 3
• Valentine (Madeline): No bid
• Niamh (Mike): No bid

Posted on 12/24/2002 09:35:00 AM | Link


Running Endurance Results:

• Dorian (Justin): 25
• Mariah (Vivian): 20
• Valentine (Madeline): 16
• Haley (Deb) / Donovan (Jill) : 15
• Alyssa (Julene): 10
• (John): Just under 10.
• Danyarii (Rob): 3
• Erhehta (Diana): 1
• Niamh (Mike): No bid
• Gideon (Veddarth): No Bid.

Posted on 12/23/2002 03:13:00 PM | Link


Running Strength Results:

Don't rely on this but I will update it when-ever I can. Auction only, doesn't include buy-ups later.

• Danyarii (Rob): 30
• Valentine (Madeline): 28
• Gideon (Veddarth): 25
• Erhehta (Diana): 7
• Haley (Deb) / Donovan (Jill) / Alyssa (Julene): 5
• Dorian (Justin): 3
• Niamh (Mike): No bid
• Mariah (Vivian): No bid

Posted on 12/20/2002 07:11:00 PM | Link

What is it to be an Amberite?

• Shamelessly ripped from Bear's site.

Posted on 12/20/2002 03:22:00 PM | Link

Stuff:

We're using Stuff. It will be luck/unluck only. Good stuff, you're lucky. Bad stuff, you're unlucky. Limit +/-4 points.

Please note. Good stuff does *NOT* mean that you luckily avoid all the plot bits and pieces or that you're Teflon. Read Larry Niven's Ringworld series for how a very-seriously Good Stuff character's *luck* gets her deep into the plot and often appears very badly done-by on the face of it. It means you fall into the dung heap just as often as other characters, but there's a chance you come out smelling of roses. It's not a definite, but good stuff skews the possibilities towards the better end of the possible outcomes.

If you're a good stuff character and things look like they're turning out very badly, feel free to remind me. You'll get one of 3 outcomes a) "Doh!" & a quick modification, b) "Mmm, it does look that way doesn't it." or c) "Yesssss... It's a bit of a bad situation. Aren't you glad you didn't take bad stuff? Wonder what's happening to those characters?".

I don't like the Stuff manipulates other's perceptions bit; and I'm not going to deliberately dark/light bias your perceptions based on your stuff. Stuff will not affect how others view you, not even on first impression. Your actions do that.

Bad & Good stuff are allocated into either general luck or specific bad things. You can suggest a breakdown or which, but it's my call and you won't necessarily know what the specific bad thing is. General - you typically catch a break vs you're typically a target for Murphy's attention. Specific example, you've annoyed off some demi-god and he's gunning for you.

Posted on 12/20/2002 02:58:00 PM | Link

Items / Pets / Sidekicks:

No ADRPG Item Rules: They're broken. We're not using them.

In Character Descriptions: Tell me what you want in *character* terms and I'll tell you what it's worth in points.

No hard point limits: but I'm strict on what you can have. Write it up in a short story, tell me where and how you got it and what it can do; and I'm more likely to say yes.

No Conferrals: As a general rule.

Psyche Barriers: work differently, weaker & more restrictive. These are one of the few things that be conferred. More on that later.

Alternate forms: are restricted. Items must conserve mass (more or less) or conserve form. Sword to shield is okay (rough mass conservation). Or Greatsword to rapier is okay (pointy-thing'ness is conserved). Swords are not concealable by making their alternate form an ear-ring. That's the 1 point version. For 2 points your item can ignore mass but only to save on weight. So that belt could be your armour. It's not going to change fast enough to save you from a knife but it'll be with you when you want it.

No widgets or mcguffins: Make the items cool and something meaningful and unique to your character. Preferably not "It sings, It dances, It slices it dices and it's also a spaceship in its spare time".

Sentient Items: Be reasonable on these. The GM has a lot of NPC's to play and a background world to define.. lets not add to the list. If you want to and consider yourself -capable- of playing a sentient item, then you can play PC and Item; and I will/may occasionally commandeer the item for little snippets.

Cool Items: Makey your item cool. If your item is more powerful than your character and still not cool & interesting, it's going to eat your soul and end up being wielded by another PC while you play the now sentient item. I'm kidding. Maybe. But you take the point.

Posted on 12/20/2002 02:41:00 PM | Link

Sorcery:

A few people have asked me about it.

• No having-to-hang spells. I just don't like it.

• Point costs range roughly from 10 - 20 points.

• A good place to start is with Doyce's partial sorcery system.

If you're going to take it write up something & answer the following questions:
• How does his/her sorcery work?,

• What's the style? Is it voudoun? Ilusions? Elemental style magics? Summoning & Binding? Throwing energy around? Mental Magic? Spirit Magic? Sympathetic connections?

• How is it powered? Are you channeling magical energy from the environment or your body or ? Do you store carry around a store of power?

• What can it do?

• What it should cost point-wise?

• How long does it take to prepare a spell? to cast it?

• What are the limits? How often can you throw spells? What can't you affect? What stops it from being the swiss army knife of problem-solving?

• Can you research a new spell? How long does it take?

Posted on 12/20/2002 02:30:00 PM | Link

Blood of Amber / Blood of Chaos.

• Blood of Amber costs 3 points.
• Blood of Chaos costs 3 points.
• You get one free (worth 3 points). You may take the points instead if you wish.
• If you want the second one, it's 3 points and talk with me.

Posted on 12/20/2002 02:17:00 PM | Link

Attribute Auctions

• Initial Round of private bids to the GM.
• Open bidding then with rules:
- No more than 2 bids in a 12 hour period.
- No bid jumping by more than 15 points.
- Bids stop when no-one has posted in 12 hours.
• As soon as one Initial round of private bid is done, we'll open the next attribute. Open auctions will overlap.
• You can buy up after Auction.
• There will be place-holder ranks every 10 points that you can buy up to even if no-one else bids that value.

Remember, you can allocate points inside an attribute however you want, but if you take 40 warfare and allocate it all to Reflexes & Weapons skills; don't be surprised when 10 points spent in strategy kicks your butt when it comes to Armies. Your breakdown tells me your character strengths inside that attribute. It's an extra tool for you to define your character.

You may not take a mixture of negative & positive points inside an attribute (ie if you bid 10 in Warfare, you can't allocate 25 to Reflexes and -10 [Chaos Level] to Strategy.

Posted on 12/20/2002 02:00:00 PM | Link


GM Mistakes:

If you think I've taken too long to reply to a mail, (say, 48 hours during week days), it's possible I've mis-filed it. Please forward me the mail again with a reminder. If I forget something to do with your character in play, please let me know ASAP in a private email. I may say "Doh" and correct; I may smiley face and say "Yes I know", but it doesn't hurt to remind me.

GM Communication Style:

Just a note on my general style of communication because sometimes I appear a bit didactic. I come across that way but I'm not particularly so. If you feel strongly about something, tell me why and we can discuss it.

Posted on 12/17/2002 09:19:00 PM | Link

GM Contact Details

In the event that my main hotmail address is unavailable..

Email: kmealing@NOSPAM.hotmail.com
Alternate: kmealing@NOSPAM.iinet.net.au
ICQ: 1197 2072

You all caught me on the web url mistake I made so I'm sure you can cut those email addresses appropriately to make them work. If you chat to me on ICQ about game stuff, please email me a copy of the conversation for my reference.

And in the event that I'm out of the room, the Krusty doll shall be thy god. If the Krusty doll is unavailable, the nightlight shall be thy god. :P

Posted on 12/17/2002 09:12:00 PM | Link


Turn-around Time:

• I have committed to running the game for the next 6 mths, happy to go longer if people are enjoying things.
• I would like players who can access email at least every 48 hours, with flexibility for weekends and pre-arranged absences.
• I will be around and available over Xmas / New Years, but out from 13th - 17th Jan.
• I am in Sydney, so to the states I'm EST + 17 hrs; or +15 hrs vs Chicago / Central.

Posted on 12/14/2002 11:32:00 AM | Link


Powers:

• Pattern / Logrus / Trump / Shapeshift: Well, I was going to make up a partial system, but frankly, it's been done and done well, courtesy of Sol Foster and Jeff Maisano. We are using their system. Note though, that Shadow Walk is a pre-requisite of Hellriding.

• Sorcery: I don't like the memorize / daily-work system in the books but I haven't yet decided on an elegant but appropriately powered system[s]. I may end up running a variety of different sorcery styles, individual to characters and their school of sorcery. So if you have an idea for a sorceror character, throw me an idea. I want to know how his/her sorcery works, how it's powered, what it can do, what it should cost. Is it voudoun? Ilusions? Elemental style magics? Summoning & Binding? Throwing energy around? Talk to me.

• Psionics: See separate post.

Posted on 12/09/2002 10:08:00 PM | Link

Setting:

The game will be based in Amber with characters picking up the pieces and dealing with the fallout from the Patternfall War, dealing with the losses involved, treating with the Courts and dealing with the way the universe has changed with the new Pattern[s].

There will be stuff going on behind the scenes - NPC's have their own plots and agendas, but I like and appreciate characters who are going to drive their own agendas &/or run with npc plots. Character interaction is the focus of the game.

Posted on 12/09/2002 10:06:00 PM | Link


Telekinesis:

• Levitation (5): This allows you to lift yourself up off of the ground, effectively granting the power of flight. Your velocity is dependent on your Psyche.

• Telekinesis/Hydrokinesis/Aerokinesis(10): Also known as TK or Psychokinesis, this ability allows you to influence the behavior of nearly all forms of matter by an act of will. Difficulty is proportional to the force exerted (mass & acceleration) and more cohesive matter is easier to move (solids are easier than liquids are easier than gases). (prereq: Levitation)

• Pyro/Cryokinesis(10): A greater degree of Telekinesis, this allows you to influence the temperature of a given object or area. (prereq: TK). You need to win a psyche battle to influence a living subject.

• Electrokinesis(15): A fairly crude but powerful version of energy control, this allows you to manipulate nearly all forms of naturally occurring energy including electricity, radiation, and photonics. This control is generally limited to guiding or impeding the energies flow, and some control over the flows direction. (prereq: TK)

• Molecular Manipulation(10): This allows you some control over the molecular structure of inanimate objects. Various effects can be produced using this ability. Practitioners of this form of Psionics should consult the GM for more specific details. (prereq: Electrokinesis)

Posted on 12/05/2002 12:08:00 AM | Link


Teleportation:

• Note: No teleportation works in Amber itself; and teleporting, like any other Psionic power, draws on your own endurance, both mental and physical, proportional to the distance travelled in a Shadow. It requires Psyche Power to accurately fix on a location and Endurance to make the jump.

• Self Teleport (15): This allows you to teleport yourself from one place to any other well-known place within the same Shadow. Combining it with a Real power allows you to teleport from one Shadow to another nearby, provided the target Shadow is well-known or a complete psychic image of the location is provided. A small field surrounds you, allowing you to transport clothes and personal belongings with you. To teleport something not in contact with you requires the next level of power.

• Teleport Other(10): This allows you to teleport inanimate objects and willing entities in the same manner you can teleport yourself. (prereq - Self Teleport)

• Shadow Travel(10): This enables you to breach the veils on a single Shadow, enabling you to teleport to another well-known Shadow which has no barriers. (prereq: Self Teleport, a Real Power)

Posted on 12/04/2002 11:51:00 PM | Link

Clairsentience:

Clairvoyance/Clairaudience/Astral Sight (5): Essentially, this is the ability to perceive things which are hidden or at a distance. Clairvoyance equates to sight, Clairaudience equates to hearing, and Astral Sight combines the two with touch and three-dimensional sensing. Must be taken for each sense.

True Perception(10): This gives you a full range of senses no matter the condition of your sensory organs. Senses are also expanded to encompass all directions. This sense is selective; meaning that you could focus on a locket and perceive the picture inside it without opening it. (prereq: Clairvoy/Audi)

Shadow Sight(10): This allows you to extend their Clairsentient abilities from one Shadow to the next. (prereq: True Perception).

Posted on 12/04/2002 11:30:00 PM | Link

Telepathy:

• Empathy (5): This is the ability to sense the emotional state of others.

• Mental Communication (10): This is essentially the ability to contact another individual's mind, so long as they are not actively blocking such contact. Line of sight is required for use of this ability. This ability can be combined with Clairsentience or Real Power to increase the range or method of sight.

• Psionic Interference (5): Also know as Anti-Psi, this is the ability to interfere with the psionic use of another individual or within a vicinity. Generally, this ability only makes concentrating on Psionic Powers harder. The blockage can be overcome, but such pressure against the block will most likely result in a Psyche Contest. (prereq: Mental Communication)

Posted on 12/04/2002 11:28:00 PM | Link

Psionics:

• First let me say that this is based wholesale on Cor's Psionics System.

• Sections here are reproduced for succinctness and to avoid dead links.

• No Psi disciplines will work cross-Shadow unless backed by major Power (& points are paid).

• Psi is a personal power.

• The 4 Psi Disciplines are Telepathy, Clairsentience, Teleportation and Telekinesis.

• How effective a psi is in a particular discipline is a function of his/her psyche. Power translates into force. Finesse into subtlety and control.

• NB: Point costs are not finalized yet and may change somewhat.

Posted on 12/04/2002 10:53:00 PM | Link

Character Creation:

• Points: Characters will be built on 110 points.

• Amber, Chaos or Shadow: Characters may be from Amber, Chaos or Shadow. The campaign will be predominantly based in Amber but Chaosite characters are fine, especially if they have a reason to be in Amber (eg they're an Ambassador). Amberite / Chaosite characters are also cool and to some extent encouraged. Pure Chaos characters can survive but will not find it comfortable in Amber. Don't expect cross-over characters to be able to take both powers.

• Demon / Shadow Races: Characters may also be from Demon Races or from Shadow Races; and these will have certain inherited advantages and disadvantages. (If you're interested in playing such, talk to me, I have a few concepts to fill).


Posted on 12/04/2002 10:36:00 PM | Link


Attributes:

Some attributes are broken down into sub-categories. After the auction, you'll apportion your auctioned points between the sub-categories in whatever weightings you choose. You may buy up later. I will be using the rank system but I will provide 'dummy ranks' every 10 points or so, so that we don't get 30 point gaps.

Categories:

1. Psyche:
• [Willpower]: How much brute force can you bring to bear? How much can you push?
• [Finesse]: How much finesse do you have in your application of power?

2. Warfare:
• [Reflexes]: How fast are you?
• [Weapons Skill]: How good are you with a weapon?
• [Tactics]: How good are you with small group tactics? 1 on 1? Ambushes?
• [Strategy]: How good are you at the big picture? Strategic games; plots; armies..

NB: Propaganda, manipulation, psychological tricks, morale are a function of psyche, specifically of finesse.

3. Strength:
• [Hand-to-Hand Skill]: Martial arts.
• [Force]: This isn't necessarily [just] how much can you bench, it's how much of your strength you can focus to a particular point and apply at any one time. It's the little old master putting his fist through a brick. (Incidentally board-breaking and brick-breaking are nowhere near as hard as they look. They simply take focus. Give a few lessons to teach a beginner to focus and they can break solidly held boards. Where the trick comes in, is when the boards / bricks are not solidly held and the force has to be sharper, more precisely focused in time and space so as to avoid simply pushing the object).
• [Resistance]: How much damage can you shrug off. This can be via any number of methods. How much muscle padding do you have? How much can you focus your chi to strengthen your body? Think of the chinese disciplines that teach various skills like Iron Skin.

In general, Strength is how in tune with your body you are.

4. Endurance: Think Bruce Willis, Die Hard. Or the Terminator. How much can you keep going through. This has a mental element too. Psyche Will-power will help you hold off an attack but endurance will determine how long you can hold that shield. Yes, this is a physical and mental element. I am deliberately not splitting it but leaving it to you to characterize how you will. Mind can drive Body past its limits. Or the Body can drive you forward when the mind is nearly crushed.

Fighting:

Swordsmanship and in combat fighting is not purely decided on one category. Pit Buffy against the best swordsman ever. Each parry of his will tire him, each parry of hers will take his sword so far off line..
• Swordsmanship is: Weapon Skill, 1/2 Reflexes & 1/2 Force.
• Martial arts is the reverse. Hand-to-Hand Skill, 1/2 Force & 1/2 Reflexes..

Levels & Rank:

• Chaos level ability is olympic level human.
• Amber level ability is all round competant, although less than legendary. It's never a liability, though you might run into things that are better.
• Ranked / High Points: You're better than good.. You're damned good. How many points (and not just your rank) determines how good.
• First Rank: You're legendary.

Posted on 12/01/2002 10:07:00 PM | Link


Contributions:

You turn 'em in, you get points. No points upfront as I don't want people to feel they have homework looming. Points range from 0.5 to 5, depending on the contribution quality & size etc. Who said size doesn't count. But it's also how you use it. :P

Possibilities:

Pots and Pans: Up to date summary of character relationships, information they don't know or know etc, suspicions, to-do lists.

Diaries: I like diaries. I also like character stories where the PC describes his/her offscreen activities.

Game log.

Web page maintenance.

Trumps: I'm particularly taken with photo-trumps - the photo-realistic type created using photoshop & actors' photos. One good page of examples is from Chimera's Reflections In the Minds Eye game

You tell me.

Posted on 11/24/2002 02:11:00 PM | Link

Player Questionnaire: [*]

1. How long have you been playing Amber? Face-to-face, or pbem? What campaign style do you prefer...serious, humorous, etc? Why?

2. Describe (not too long, please) the character you had most fun playing in the past. Also describe his/her best and worse moments in his/her life.

3. What do you enjoy most about an Amber campaign (politics, combat, character interaction, adventure, magic, mystery, cosmology, etc)?

4. What do you hate most about an Amber campaign?

5. Why do you want to play in this campaign?

6. What are the buttons / touchy areas you would prefer not to go near?

[*] Cribbed from my Amber notes over the last few years.. somewhat modified but I think originally based on a questionnaire by Meera Barry.

Posted on 11/24/2002 01:45:00 PM | Link

Character Quiz:[*]

You don't have to answer all of these, but the more you do, the better feel I'll have for your character and how they might fit into the world. Alternatively you can answer one question every week.
• What would you give, what would you sacrifice for someone you loved?
• Has your character ever truly loved?
• What was your first relationship like? Why did it end?
• If you could change one moment, statement, one action or misunderstanding in your past, what would it be?
• Describe the perfect day.
• What do people like about you?
• What's your deepest fear?
• .. your darkest desire?
• How possessive is your character? How possessive about their things? Their life[style]? Could your character ever 'share' someone they loved?
• What's your main weakness?
• Do you deserve to live?
• What do you want on your tombstone?

[*] Cribbed from my Amber notes over the last few years.. somewhat modified but I think originally based on a quiz by Meera Barry.

Posted on 11/24/2002 09:07:00 AM | Link


Cheating and Ret-Conning:

I try [very hard] not to retcon / retrofit on the big important stuff. If you catch out an NPC plot, you've caught it. No inventing tricks within tricks. It's my way of ensuring that the hints, info & foreshadowing you get are correct, at least from an out of game perspective. NPC's may lie to you, but that's a whole other issue.

GM arbitration on things that have just occurred is free-game for resolving player-player conflicts or meta-game issues.

I will ret-con little things though - bits and pieces of the world that your characters haven't interacted with, and haven't been around to observe. are free for me to define.

Also, through discussion I may collaboratively ret-con character background when it adds richness and ties the character into the universe more.

Posted on 11/23/2002 10:34:00 PM | Link

Characters & Plot:

As a GM, it's part of my job to give you the freedom to run your character. I don't Narrate. Certain situations exist. NPC's have issues and agendas, thoughts and feelings. So do PC's. All of those drive what happens. PC's will not be the only players on the metaphorical stage here..

This means I won't railroad your character into the plot, or force their actions for out-of-character reasons.

But at the same time, I assume that you are in the game to run your character. So when I leave options & create hooks in situations or in plots, hopefully sometimes your characters may take them. And I assume some leeway to include your character in the plot.

What I don't like, are characters with no hooks - nothing to link them into the game. They have to love, laugh and live life. Or hate, curse and die trying. I don't mind.

I do reserve the right to preserve the artistic integrity - the look and feel of the Universe. This is Epic fantasy. It's not superheroes, not hack and slash, and not the Bobsey Twins either. Nothing wrong with any of those just not in this game (maybe next time).

Posted on 11/23/2002 10:33:00 PM | Link


Caveats:

Mature Age Games:
Now the caveats. I'm running the game for mature adults. This means that I know, you know and we all know, that your characters may sometimes do things that you yourselves wouldn't. The game may deal with mature topics. Fair warning. Having said that, I'm aware people have buttons and we're here to have fun. So.. no sexual violence.

And no one-dimensional stereotype characters. I doubt it's an issue with the type of player I want to attract but Ginger and Co put it better than I can, and from the inside re one of the downsides - grunching. [Turn of a Friendly Die].

Other buttons - please let me know and we'll sort things out.

Character Death:
But as for the usuals - sex, death and rock-and-roll.. I'm not setting an X rated movie, but neither am I writing a Disney one. Fade to black as appropriate, but the spectrum of sexualities won't faze me & are more than welcome. As for death, be aware that PC's can die, might die. Will die. Not often. Not easily. Not randomly. But they can. As for rock-and-roll, well, Random's around. Take your chances.

Posted on 11/22/2002 03:25:00 PM | Link

Introduction:



"What gifts hath Fate for all her chivalry?
E'en such as hearts heroic oftenest win.
Honour, a friend, and sudden death."


And yet, that's not such a bad reward. I had those words carved over her tombstone after I came back to Amber. And do you know, I've often thought I would be proud to have earned them on my own. [*]

This is a game about blood and guts and glory. It's about characters and nobility and honor. About love and sacrifice, and every man's price. About the only game in town and playing for unlimited stakes. About bluffing, and fighting on the wire. It's tears and torment and bone-deep loneliness. It's selling your soul for a rule. Battle, murder and sudden death.

"Nothing is won without sacrifice."


[*] With due respect to Leslie Charteris.

Posted on 11/22/2002 12:19:00 AM | Link


home

Games Without Frontiers.

An Amber PBeM Game.