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Amber Campaigns: Beginnings

Started by RPGPundit, December 20, 2009, 02:57:31 PM

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RPGPundit

What do you think is important in starting an amber campaign? Not in terms of group or routine or anything, but I mean in-Game.

For example, is it important that the PCs start the campaign together? Is it important that they all begin with pre-existing relationships?
Should there be a plotline that unites them all, regardless of whether they may also each go into their own areas of interest?

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scottishstorm

This is a bit of a side-step answer, but I'll babble anyway. :)

I think it's highly important to establish whatever passes for normalcy for the characters at the game's beginning.  This can (and will) vary from character to character.  Some may be actively engaged in high adventure while others may have a more mundane routine (captain of Amber City guards, for example).

Once you establish what is normal or ordinary, you (as a GM) can then highlight what isn't.  Make this into a compelling reason for the characters to react and act outside their usual method of doing things.

Rel Fexive

The games I've been in have almost always started with the PCs unaware of Amber and their true parentage.  They are made aware of the first fairly quickly (as their 'Shadow life' is interrupted by some Important Event or Person) and sometimes never find out the second.

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

Hairfoot

Since you're talking about beginnings, please direct me to a site that explains effectively how Amber works.  Everything I've Googled doesn't present a clear picture.

Croaker

 

jibbajibba

Quote from: Hairfoot;350521Since you're talking about beginnings, please direct me to a site that explains effectively how Amber works.  Everything I've Googled doesn't present a clear picture.

The game or the amberverse ?

To be honest for both go to Wikipedia then come back here check out the sticky links and well go from there really.
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jibbajibba

Quote from: RPGPundit;350386What do you think is important in starting an amber campaign? Not in terms of group or routine or anything, but I mean in-Game.

For example, is it important that the PCs start the campaign together? Is it important that they all begin with pre-existing relationships?
Should there be a plotline that unites them all, regardless of whether they may also each go into their own areas of interest?

RPGPundit

I like it where the PCs have exisiting relationships. I have experimented in the current on-line Spoke truths game to allow the players to develop these through play this has slowed down the game though and even though its been running for 3 months it hasn't really started so I have been running flashbacks but the characters are developing very well.

As for plot I think there needs to be a common plot that the PCs can elect to participate in. If they don't then fine but that plot will get a lot of game focus. In a table top game most players will chose to participate in this plot as it is what is happen most of the tiem and there is a wish to take part. Online the method works differently as some players will pursue the plot perhaps independently and others will pursue their own goals which can easily be catered to.
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Hairfoot

Quote from: jibbajibba;350746The game or the amberverse ?

To be honest for both go to Wikipedia then come back here check out the sticky links and well go from there really.
I've read through the Wiki entry a couple of times previously.  It's largely an insider's document.  It assumes knowledge of the book series and gives only a basic indication of how things actually happen during a game.

I started through the Amber Chronicles entry, but it's dense and doesn't give much indication of what the RPG is.

I didn't even notice the stickies.  I'll have a look through.

One question: is the Amber game system transferable to other settings or genres, or is it Corwins or nothing?

jibbajibba

Quote from: Hairfoot;350751I've read through the Wiki entry a couple of times previously.  It's largely an insider's document.  It assumes knowledge of the book series and gives only a basic indication of how things actually happen during a game.

I started through the Amber Chronicles entry, but it's dense and doesn't give much indication of what the RPG is.

I didn't even notice the stickies.  I'll have a look through.

One question: is the Amber game system transferable to other settings or genres, or is it Corwins or nothing?

Well as its Christmas :)

Amber is a rules light game. Conflicts are resolved through a comparison of relevant attributes and roleplay, whereby a player may boost their characters relevant attribute through use of tactics or cunning or change the relevant attribute that should be used to resolve the conflict.

The game only has 4 attributes, warfare - which covers combat and strategy; Strength - which covers muscle power, the ammount of damage you can take and slightly conflictingly hand to hand unarmed combat (I know, i know ..); Psyche - which covers mental prowess and is used to determine the effectiveness of certain powers; and Endurance which is  the battery that powers everything else and determines how fast you heal.

In addition there are a range of powers drawn from the novels. Pattern, Logrus, Trump, Shapeshifting and some more minor magical powers conjuration, sorcery and Power words.
As written the rules have these available at 2 levels basic and advanced although it is common for players to adopt a partial powers model where you can 'buy' limited variants of powers for lower costs.

The buying bit is important because Amber is a point buy system but it uses a unique mechanic to determine stats and it's this mechanic that really is the key to Amber (IMO). Attributes are bid for in an auction. Each player can spend points to increase stats but it is done in competition. Once points are spent the game then converts these points to ranks and resolution occurs through comparison of ranks not raw points. A number of GMs tweak this as the ranking system can become very complicated when you add NPCs, new PCs or try to work out the result of multi-opponent conflicts. The Rule book does touch on how to resolve these issues but it is a matter for some debate in the Amber community.
The key thing from the auction however is that players bid in oposition to each other and this, together with the tone and style of the novels creates a unique game tension where PCs are often more concerned about their own causes and objectives than about some party focused quest.

In actual game play roleplay and character focus are key. When conflcits do occur and they could range from a PC needed to pick a lock to 2 PCs squaring off against each other in combat, the GM determines the attribute that will resolve the conflict and the player describes the PCs actions. So Player one says ' I am going to be cautious and fight a defensive battle looking for the opportunity to flee.' Player B says 'I am going to hold back and only reveal a little of my skill' (note such comments may well be passed to the GM in secret). The GM would compare their warfare traits and if A was higher ranked than B or if B was just a little better than A then A would probably find a chance to flee. If B was far better than A then A probably still couldn't escape and the Gm might well inform B that A is a far inferior opponent. etc etc ..
There are a range of views on this some observers cast Amber resolution as purely GM fiat. This is unfair and far too simplistic but the GM has to be trusted by all players and be seen to be entirely balanced. It is true that GM opinion is far more important than in many games. As I noted the real boarder cases come as more complex positions develop. So if the Rank 1 Psyche Master is fending off a combined assault from the 2nd and 3rd rank Psyche masters who wins? When can a Strength based player close range in combat and switch it from a warfare contest to a Strength one? Why can't a Warfare based character use martial arts in hand to hand combat?

Also there has been some debate over use of the limited attribute set to resolve skill use. In the base game a player can have any skill they can justify and skill resolution is done by Attribute comparison. So picking a lock becomes a warfare contest between the lock's creator and the protagonist. I for one am not satisifed by that so I added a skill system that works just like the attribut comparison. So now its the Lock Smiths Locksmithing skill against the lock picks lockpick skill.

The strength of the system is its lightness and its focus on roleplay and character.

As for adaptability there are 2 schools one says that the whole structure of the game its attributes, powers and the PC antagonism only work for Amber. Others, and I would include myself in that category, would argue that you can take the mechanics of the system change the powers and attributes and use it to play almost everything because it is so light. So replace the powers with Pilot, Force powers, Robotics and you can play star wars. Replace the Attributes with "Muscle", "Zip", "Smarts" and "Chutzpah and you can play Toons.

I think that is a reasonable summary.
It has to be said that Amber is not for everyone but when a groups buys into it the level of complexity and depth the focus on character play brings means that takes the role play aspect of the game to a different level. Players will roleplay conversations and events amongst themselves with no GM intervention and report these back. The will devise entire worlds and complex relationships between themselves and seemingly trivial NPCs
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Hairfoot

Quote from: jibbajibba;350754Well as its Christmas :)
...

THAT should be in the wiki!

Now I understand how common game challenges are resolved during play.

Are there any sites you'd recommend for info on Amber variants?

jibbajibba

Quote from: Hairfoot;351036THAT should be in the wiki!

Now I understand how common game challenges are resolved during play.

Are there any sites you'd recommend for info on Amber variants?

Well for partial powers lists there are soo many sites I would start with the stickies or just google it.

For an excellent skills system I hartily recommend section 4 of this character generation example http://www.jibbajibba.com/amber/Vincent.htm. Of course I am biased and I keep a loose rules structure so the skills system is loose you could easily tighten it up though or simplify it to a profession/period model. But I digress.
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gabriel_ss4u

Nice jibba, you honor us all with the un-Amberlike spirit of the season. That SHOULD be in the wiki.
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