in the Shadow of Greatness

 

February 25, 2007

do's and don'ts: Amber genre

GameCraft :: View topic - How the world works

A profitable exercise before the upcoming Ambercon US is to revisit the qualities of Amber that make it unique to rpg.

In particular, the author, Tony LB, describes what the trappings mean to character in a game where each character has awesome power any time they care to go find it.

I also appreciate and note the author's use of Zelazny to focus play style. Why this and not that? Well, what does Zelazny show us?

Very nice resource.


Filed under : Amber at 25.02.2007
comments
Sol says...

Yes, excellent catch, RF!

I find myself suddenly regretting that I'm not running a straight Amber game any time soon...

Posted February 25, 2007 8:28 PM
Michael says...

I find myself suddenly regretting that I'm not running a straight Amber game any time soon...

I know this isn't what you meant, but I feel strangely compelled to hijack this comment thread.

Two bits, Four bits, Six bits, A Peso!
All those for Corwin, Stand up and Say So!
From Corwin 2: The Gay Blade (Amber Title: Gayswandir)
We have at least one decidedly not-straight Elder in our campaign, but it doesn't come up (no reason for it to), so I don't think anyone's noticed. Posted February 27, 2007 12:13 AM
Arref says...

This year I decided to run an Elders game at Ambercon. I've always done the Youngers style, because the rules are set that way.

And I don't see many 'straight' canon games offered. It can be hard to tell from blurbs.

I'll see if the juice is still there for the canon roles. I bet it is.

Posted February 27, 2007 11:20 PM