Amber


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I greatly enjoyed it, but found the experieince rather draining. I can easily run a D&D game for about 6-8 hours. Amber, I find my self to be rather tired after about 4 hours. Weaving the tapestry of descriptions, juggliing probability, and figuring out how the super-powerful people are challenged is fatiguing.

Baron Opal
 

I own the rulebooks and have played several times but never GMed.

Much more so than D&D, Amber games NEED a good, experienced GM who is skilled at "winging it". I have been in a very enjoyable game which involved nearly 20 players :eek: - and in a boring game with only 6.

Also, Amber is nearly opposite of D&D in some ways. How much cool magic stuff you have makes very little difference, as with the exception of unique artifacts (like the sword Grayswandir in the books), any PC can obtain just about anything they desire with a few hours or days of searching the Shadow-worlds, and in fact can create their own private worlds if they're willing to spend the character points. Instead, what's important is how good you are at coming up with clever plans, and working together to cover each other's weaknesses. In other words, WHAT you do is less important than HOW you do it.
 

I ran Amber off and on for a couple of years. One of my favorite gaming stories is from Amber (the pattern ghost of Brand managed to manipulate the entire group into making him "real." Even convinced Merlin's daughter to cut off Merlin's own hands in order to steal the spikards...man, that was a fun game).

There's one super-important thing you have to have, above all else, for a successful Amber game. The players must trust the GM. Even more so than a game that uses dice, the Amber GM has to make decisions on how successful stuff is. If your players don't trust you, the quibbling and arguing will kill the campaign.
 

Amber is a very cool system, but if your players haven't read the books it'll be very difficult. If there are a few who have read the books and on or two who have, you can use the players to introduce the newbies, should be a good adventure by itself, kinda like the books themselves where Corwin? (havent read/played in a while) gets thrown in the middle of things and doesn't understand a bit of what's going on.
 

(minor hijack)
Shadoe..I noticed you're in Waxhachie. Me too. Do I know you? Email me off the boards if you wish (nightchilde@nightchilde.net).
(/minor hijack)

Also, some of the information out of the one suppliment for Amber (Shadow Knights) is not all that well regarded among the playing community. I, personally, found it to be fun, but you might get mixed reactions.
 

Oh yeah. Also, the powergamer may tend to get a bit bored.

Player: "I create a race of rat-men and invade that entire plane! I demolish all! Buahahah!"

DM: "Ok. It's dead. Now what?"

As you can see, it takes a slightly different approach to gaming.
 

Actually, the dedicated "there can be only one" powergamer is quite encouraged by the system. There's a lot of worlds that don't matter, and there's a few that matter a lot. Who owns them?

"The best path to power is to have a bunch of powerful, loyal kids. Kids don't cost character points." - Oberon, in the Early Years
 
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