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Amber characters and tropes in other games

Started by ColonelHardisson, January 31, 2007, 04:59:37 PM

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Rel Fexive

Quote from: GrimGentHunter S. Thompson, rather.

Having never read the first, nor anything by the second, I can be forgiven for assuming.  Though both probably work.

-"You're as bad as Caine!"
~"Thank you."

finarvyn

I'm a bit nervous jumping in on this here derailed train, because I'm certain that there's a lot of extra baggage here of which I am unaware ... but what the heck, why not throw caution to the wind... :)

I envision a bunch of swine huddled together in the muck grunting and wallowing and not really producing anything useful but splashing mud around, so to me a "swine game" sounds a lot like a bunch of gamers who make lots of noise but not much of a game.

Am I at all close? :raise:
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Rel Fexive

To be on track, once it arrives I might follow an amusingly circular track and stat some Amberites with 'Spirit Of The Century'.

-"You're as bad as Caine!"
~"Thank you."

finarvyn

I seem to remember on the old GoO boards that someone suggested that Mutants & Masterminds would be a good game system to run for Amber. I don't know much about it except that, while d20 based, it has power points and apparently works well for superhero campaigns.

Amber and superheros have a lot in common.

Anyone know more about M&M for Amber?
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

jibbajibba

Hi new the the forum so just readig old messages.
The idea that Amberites could be played in D&D with just high stats doesn't work. Random and Corwin together lift a s class mercades so they are at least 10 times stronger than a human. Corwin can regnerate his eyes so I would say he has more than 18 constitution. However their inteligence is not massively over human norms. Fromt eh books Corwin would have maybe 14 -16 int I would guess.
The various Super hero game systems would work as they all have rules for exceptional stats, even if those rules don't perhaps suit the style of combat etc
I don't think games that replicate the Amber RPG's skill system are the desired end point as you are replicating an imperfect copy and its better to go back to first principles.
No the only answer is Bunnies and Burrows. The attributes work well and use a system that would allow Amberites to be much stronger than humans but still have a range of values between them. Combat is slick and there is a lot of space for mysticism and mental powers. Yup B&B it is. If only we could get over them all being Rabbits...
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finarvyn

Quote from: jibbajibbaThe idea that Amberites could be played in D&D with just high stats doesn't work.
Well, I ran a game of this once decades ago with OD&D and I got it to work out just fine. The key is not to try to simulate everything (such as the eye regeneration) and focus more on the key elements that make Amber what it is.

Having powers for Amberites can be accomplished if the power is similar to a class. For example, a character might be a 4th level Patternwalker and a 2nd level Trump Artist. The class choices would be similar to the powers list from ADRP -- Pattern, Logrus, Shape Shift, and so on. Take a list of what characters can do with each power and assign them to various levels.

Having Amberites more powerful than mundanes is easily done with higher levels than the common folk -- this grants them greater hit points, offensive ability, and better ability to use powers. Heck, D&D sort of does this already.

Have to ponder this Bunnies & Burrows Amber idea. I like the way you think! :cool:
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Otha

The Warren of which all other Warrens are mere shadows...
 

finarvyn

I hope no one minds a little thread necro, but I've been thinking about this recently and seemed like reviving an old thread was better than starting a whole new one.

I've recently been involved in a playtest of 13th Age and I've been thinking about doing Amber using that rules system. 13th Age is a new game which is essentially a streamlined 3E/4E blend. It gets rid of the miniatures aspect of the game, so while it keeps powers similar to 4E (at-will, encounter, daily) it seems to have removed all of the picky battleboard stuff.

Part of what I like about 13th Age is that the basic rules system seems pretty familiar to me already, the complexity isn't as severe as either 3E or 4E, and they place a decent emphasis on storytelling and not just combat. In character generation you need to establish (1) one unique thing about your character, (2) several good or bad relationships with some of the movers-and-shakers of the world, and (3) some simple background skills. The relationship part certainly seems to fit an Amber setting, where someone might be tied to various Elders.

A couple of thoughts about what I might try:

(1) I would be tempted to create a list of simple powers (at-will, encounter, daily) for each of Pattern and Logrus and Trump and so on. For example, "Walking the Pattern" could be a daily ability while "Pattern Defense" might be at-will.

(2) Basic shadow creatures would use the "mook" rules and get mowed down. This tends to seperate "real" folks from shadow folks. Characters wouldn't be invincible, but would be equal to a large number of shadow creatures.

(3) I was thinking of essentially eliminating character advancement, at least in a traditional sense. Have players create characters at perhaps 4th level and then mostly stay there. Enough experience could translate to slowly adding extra abilites as per ADRP.

Anyone familiar enough with 13th Age (or 4E) to lend some thoughts or ideas about this?
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

finarvyn

Here's a start. Pattern isn't really attack based, but has some powers that might translate well into 4E.

Pattern [50 points]

Affect Probability (At-Will)
With concentration, you can change the odds that a desired event will occur. This translates into a +2 or -2 modifier to a die-roll of your choice.

Pattern Defense (At-Will)
You can walk the Pattern in your mind to use its power to defend you against magical attacks. This translates into a +4 AC against Sorcery and a +8 AC against Logrus or Chaos forces. You are unable to attack while using a Pattern Defense.

Travel Through Shadow (Encounter)
This is the ability to move from one Shadow to another, typically in between Encounters. You can do a regular Shadow walk, the "Royal Way" (slow), or a "Hellride" (fast). You can choose to move to a Shadow where time flows faster or slower, a Shadow with a particular resource, or anywhere your imagination can take you.

Walk The Pattern (Daily)
If you walk the Pattern, you can regain your memory, lift curses, or otherwise restore your body to its natural state. Once in the center, the Pattern will teleport you to any location of your desire.

Aything obvious I'm missing? Does this seem doomed to suck?
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Tolknor

I have been out of gaming so long i have no idea what 13th age or 4E is.  But i have lots of time on my hands and a way-too-active mind.  I would be happy to help toss ideas around if you can give me a bit of direction to get a frame of sufferance settled.
Tolknor

Luck, is just a construct, Mr Riess

finarvyn

4E is the 4th edition D&D, soon to be replaced by WotC by "D&D Next." It runs a lot like older editions of D&D except that it's loaded with feats and powers and such. The powers can be used "at will" (once each turn) or by "encounter" (once each battle) or "daily" (once per adventure).

This was sort of my starting point, trying to imagine what powers fit into Pattern (and basing it from the ADRP rulebook), then deciding how often to allow characters to use them.

My hope was to keep the basic point structure of ADRP and allow players to buy attributes the way 4E does it, although I hadn't decided if it was better to stick to the six from D&D (str, int, wis, con, dex, cha) or use the four from ADRP (psy, str, end, war). I wanted to tinker with the powers first, then look to see how other aspects of the rules would shake out.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

finarvyn

Logrus Mastery [45 points]

Logrus Attack (At Will)
You can send a 2d6 Chaos Bolt attack at a foe.

Logrus Defense (At Will)
You can fill your body with the power of the Logrus, making it resistant to magical attacks of Pattern or Magic. This translates into a +2 MD against these powers. You cannot have Logrus Defense up at the same time as a Logrus Shield.

Logrus Shield (At Will)
You can cause a physical shield of pure Logrus to materialize in front of you, defending you against physical attacks from a single direction. This translates into a +4 AC against all physical attacks. You cannot have a Logrus Shield up at the same time as Logrus Defense.

Logrus Sight (Encounter)
You may use the Logrus as a lens to see the aura of someone or something, typically revealing if it has powers of Pattern, Logrus, Trump, or Magic.

Search with Logrus Tendrils (Encounter)
You may reach through Shadow with the Logrus in order to find and retrieve something you desire. Each round you would roll to determine success. The GM will determine the TN based on uniqueness and proximity of the item chosen.

Move with Logrus Tendrils (Encounter)
You may reach through Shadow with the Logrus in order to find something you desire, then pull yourself toward it. Each round you would roll to determine success. The GM will determine the TN based on uniqueness and proximity of the item chosen.

Walk the Logrus (Daily)
If you walk the Logrus, you can regain your memory, lift curses, or otherwise restore your body to its natural state. The Logrus causes madness, however, which may lead to delusions and/or blackouts.

Logrus Spell Storage (Daily)
If you also have Sorcery powers, you can use the Logrus as a spell storage, as long as you determine in advance which spells are to be placed there. These spells will decay in roughly a day.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Tolknor

ah well, i figured out what 4E was but its been 2 decades since i played D&D by the book regardless of edition.  I did in the 70s and 80s, but by the early 90s i was running a game store and mainly playing Shadowrun, Stalking the Night Fantastic, ADRG, and a variety of table games like ancients, Fire&Fury, & warhammer of both flavors.  I also played Warlock, which was a D&D variant developed by gamers in the Caltech Gaming Group(late 70s).  My game group had developed further and in contact with enclaves of warlock players shared our stuff with them.    

So the best i can do is say, Cool stuff dude!
Tolknor

Luck, is just a construct, Mr Riess

finarvyn

Trump Artistry [40 points]

Sense Trump (At Will)
You can detect the presence of Trump powers on items. You may also be able to get a sense of the origin of the Trump -- Amber or Chaos or other.

Trump Defense (At Will)
You use the power of a Trump card to defend against magical attacks. This translates into a +4 AC against Sorcery and a +2 AC against Logrus or Chaos forces. You are unable to attack while using a Trump Defense.

Trump Identification (At Will)
You can try to identify the identity of the caller when you get a Trump Call. This power typically works only if you have a Trump of the person making the call, as you are using your deck to sense who is Trump active.

Trump Sketch (Encounter)
With simple artistic tools, you can create a sketch in a few minutes and give it the power of Trump. The power given to this item will typically dissipate within a few minutes.

Create Trump (Daily)
Given a few hours, you can create a permanent Trump image of a person or place.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

RPGPundit

That's an unusual idea, there. Can't say I'd be qualified to judge the execution.
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