Rune
Once A Fool
Amber is the coolest unplayable ruleset I've ever seen. It could, potentially, work well, but there are so many ways for things to go awry, that I just couldn't do it. I guess my biggest problem with it is that it seems to be a system that rewards railroading. In fact, it's really the only way you can get anywhere in it, unless you just let the players make everything up. In which case, the GM might as well not even be there.
You might try the Saga system; it was a brilliant, quick and easy ruleset, even if it was tied to a terrible setting (neo-Dragonlance).
You might try the Saga system; it was a brilliant, quick and easy ruleset, even if it was tied to a terrible setting (neo-Dragonlance).
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