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Game Design Masterclass: Going Diceless
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<blockquote data-quote="TrippyHippy" data-source="post: 7981296" data-attributes="member: 27252"><p>Without addressing posters directly, just a few points about the Amber system:</p><p></p><p>1) Character generation is, at a basic level, a points build system. Each players gets 100 points to spend on designing their character. The difference is that character generation begins with an auction, that encourages players to spend points on Attributes. The amount they spend, comparative to others, gives them a Rank. However, they also have clear point costs to buy the various powers with the remaining points they have, and can earn a few points by downgrading Attributes and doing things like writing journals for the game in character.</p><p></p><p>2) There is a ‘luck’ element in the game - called “Good Stuff/Bad Stuff” - that is based on whether the player underspends or overspends their allotted 100 points when everything is calculated. If you overspend, you end up with an unlucky character and this gives the GM an indication that they can adjudicate against you or just throw more challenges your character's way. If you underspend, the GM would take it easy on you.</p><p></p><p>3) The game is narrative in as much as players can have their characters do anything they wish - even alter reality around them with the right powers. They can create their own worlds, and navigate between them at will. On Earth (merely a shadow realm in the game) they will be stronger and smarter than any human (unless they downgrade themselves). As protagonists, they can create whatever narrative they like until some antagonist comes along to oppose them. This is the essence of any good story.</p><p></p><p>4) Not everybody will like this game, or narrative games, or diceless games, or freeform games. Not everybody likes chocolate cookies. C'est la vie.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 7981296, member: 27252"] Without addressing posters directly, just a few points about the Amber system: 1) Character generation is, at a basic level, a points build system. Each players gets 100 points to spend on designing their character. The difference is that character generation begins with an auction, that encourages players to spend points on Attributes. The amount they spend, comparative to others, gives them a Rank. However, they also have clear point costs to buy the various powers with the remaining points they have, and can earn a few points by downgrading Attributes and doing things like writing journals for the game in character. 2) There is a ‘luck’ element in the game - called “Good Stuff/Bad Stuff” - that is based on whether the player underspends or overspends their allotted 100 points when everything is calculated. If you overspend, you end up with an unlucky character and this gives the GM an indication that they can adjudicate against you or just throw more challenges your character's way. If you underspend, the GM would take it easy on you. 3) The game is narrative in as much as players can have their characters do anything they wish - even alter reality around them with the right powers. They can create their own worlds, and navigate between them at will. On Earth (merely a shadow realm in the game) they will be stronger and smarter than any human (unless they downgrade themselves). As protagonists, they can create whatever narrative they like until some antagonist comes along to oppose them. This is the essence of any good story. 4) Not everybody will like this game, or narrative games, or diceless games, or freeform games. Not everybody likes chocolate cookies. C'est la vie. [/QUOTE]
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