in the Shadow of Greatness


November 3, 2006

The Black Watch Must Die! :: 2007

I'm going to test and refine my thoughts here for the Ambercon games. Any comments about focus, blurb, or preferred slots at the con are appreciated.

Number of Players: 2-6
Game Type: Shared World, One-Shot
Restrictions: PC's must be from Chaos built for 70 pts. Characters submitted to GM prior to convention can be built for 100 pts. No Logrus, no Pattern. Note special costs for powers at web site.

You are a magnificent failure. Unique. Unencumbered. Once you were a promising candidate for the Logrus and real power, but the Logrus trials crushed your dreams and you never essayed. Many of your peers are dead. Younger scions of your House hold commanding positions now.

You exist in the edge-weave of your extended family ways. The Elders of your House leave you to your own devices, and you have used the decades to acquire interesting skills behind your adroit social facade.

Now in secret you are elected into an impossible mission for a powerful trio of Houses.

Your mission, overcome the Black Watch and the Thelbane Guard to kill King Swayville before he unbinds the PatternFall Treaty and plunges the weakened and divided Courts back into war with Amber. Or die this same night under the broken sky.

This could be good as a slot 7 or 8 game.

Filed under : Game Sparks at 03.11.2006
Ginger Stampley says...

We may do 8 for the Gather again. I need to discuss that on the HOC list this weekend.

Posted November 3, 2006 12:28 PM
Simone says...

I can think of six or seven interesting characters for such a game very quickly -- that's one of my tests for whether a game would be interesting to me or not: how well do the blurb and setting engage _my_ creativity.

Sounds good.

Posted November 7, 2006 1:54 PM
Kris says...

Definitely a keeper. I've a concept rolling about in this warehouse of a noggin already. The blurb grabs me and that's almost as important as... well, sometimes more important, I think.

Posted November 7, 2006 5:48 PM