...and dumping the rules.
After a long hiatus, I started a new Amber game, with my new group, on the new continent we've moved to :)
All of them newcomers to rpgs, only one of them has played twice in a D&D group. Three guys, two girls. One of the guys is the father of one of the girls and one of the boys. Ages range from 14 to 53.
I wanted to have the attribute auction – not only because it preloads the game with power struggles, but also simply because I like it. Each player had 100 points to spend, only on attributes.
After the auction, I had my ranks – and then, I dropped the points, completely. In secret, I asked my players what power they wanted. Wrote that down. Same with personal shadows and items. The more powerful, the more challenges and enemies I'll be throwing at them.
This is going to be GOOD!
Awesome! Glad to hear that someone is getting the game to the table. I've got a back burner solo game that I need to pick back up. All my other Amber games have been like AmberCon one shots.
QuoteThe more powerful, the more challenges and enemies I'll be throwing at them.
On the other hand does it matter that much if challenges and enemies are unmechanised and dependent mostly of GM's whim?