Amber DRPG
We just started a small Amber campaign, since the regular DM was unable to partake this weekend. A bit weird, since we are, as it seems, all genetically engineered and not born, just about to discover our immense abilities.
Amber can be very fun, but it requires a highly experienced GM, since there are no dice, every action is purely evaluated by the GM, who has full control over success and failure. There are only few rules, which govern opposed competitions, and at least twice as many, which are exceptions to the general rules.
It's a pure roleplaying game, where the way you describe your actions are most important for the outcome. It takes a lot of improvisation not only from the GM, but also from the players.
It's also a game, which is often quite competitive and full of intrigue. The tone is certainly set for a lot of player versus player interaction, but that is not necessarily always the case.
You definitely have to read at least the first five books (the Amber Chronicles, Nine Princes of Amber and so on) from Roger Zelazny, if you want to play it. Not knowing them basically makes it impossible to really play the game, or at least very hard, since the universe is extremely different to just about anything else. Amber is completely based on that background, it is not useful as a "rules set" for diceless gaming in general, even though it might give some ideas on that subject.
Bye
Thanee