Amber Diceless Roleplaying Game

  Рет қаралды 233

all the knowledge of the universe PRINCIPIA

all the knowledge of the universe PRINCIPIA

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@normal6969
@normal6969 3 жыл бұрын
I have fond memories of this game, and I hope I can help another person to become a GM in it for me to play it again. :) AMBER DRPG. Let me tell you about the good and bad things about it! GOOD: -you don't have dices -actions succeed by preparation and good plans (with is much more satisfying than mere "rolled a good one") -the GM is always right (see? unless all your players leave you) -story focused everything -the rulebook consist a thin section of rules, and 4 times the examples for you to understand the really simple rules -the GM should read beforehand 2x5 books (about Princes of Amber series, and then Lords of Chaos books by Roger Zelazny), so cannot be hurried to begin the campaign (sorry guys, I'm reading) -anyone who hasn't read the books will be extremely surprised (a good trick if you forbid them to read those jewels - if anyone does, he will be the GM instead you) -multiverse with every possibility there could or couldn't be (sorry, in this reality wheels don't work) -you might think all of the players will be lost in those myriad worlds, but they won't (powers are working that way, plus centres of powers are important) -as a GM you will have fun by the players having fun (tell them which ability is the most important) BAD: -the storyline will be built on characters made, not the other way around (Joe haven't finished his character yet, so I must be reading these books, do you remember?) -first it's the best if you just hold a practice-session called "Throne War" (ours lasted 0.5 year real time, with sessions each weekend) -a houserule which almost a must: set Strength governing manual dexterity too (like the ability to do 7 backflips in a row, or martial arts) -the players must know that you are a fair storyteller, and everything you do has a reason behind it ( ;) ) -the ability auction is a nice idea, but we only used it when all the characters grew up together (Throne War) -only things bought from points are almost surely working everywhere, so non-humans mainly look funny, at worst cannot exist everywhere (but there are powers for that, the real point-bought ones) -sorcery and conjuration, you should make unstable, unreliable, time consuming, like making a complicated clockwork bomb - especially if they wanna bring it to another world - and tell them about it acting so, or else you will have a lot of headache We played it for 5-6 years, first with the princes in the throne wars, then their children, then their children. Old characters became NPCs. Some moments I remember fondly: -the nice, but ordinary rug in my office, described as "really soft and furry, it seems you can sink into it", nobody ever dared to step on it -a much better strategist will be attacking our castle, so I've set up one line of bad guards on the walls for fun, the better ones on nearby mountaintops with binoculars and signals, so we knew when he came -my star-dagger from the Planet Krull movie which was also my pet cat (for an evil genius) -from one of the players a real strange looking blade of his sword with a trump trap (I examine it!) -the same player's pet dragon which could look like him, and he could look like the minidragon (they killed both countless times, but always the wrong one)
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