Tag Archives: amber diceless

Returning to the Eternal City

Since ACNW ’07, Amber has been on my mind a lot lately. I’ve also started re-reading the Amber series. I’m in the early part of Guns of Avalon as of this morning. I’ve been thinking about what I’d want the next Amber campaign I run to be like. It’s also prompted me to look up some of the old maxims that people have posted over the years, such as those posted by Arref and Sol.

Assorted thoughts behind the cut.

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I think I’m reasonable, you think I’m an asshole.

In the last couple posts I made about Amber I mentioned the challenge of subjective viewpoints when running (or playing in) Amber Diceless campaigns. And really, other games aren’t immune from this problem either. Any time you get into something not explicitly covered by the rules (and sometimes when you do come across something explicitly covered in the rules), there is some punting involved. The extra challenge with Amber is that the rules really cover very little so there’s a lot of punting involved.

Sometimes you feel stonewalled because the GM hasn’t provided enough information to keep you from chasing after a dead end. Sometimes you just think the GM is being unrealistic (or, if you’re the GM, the players may seem unrealistic). The person viewed as unreasonable likely doesn’t think they are being unreasonable, and perhaps if all the cards were on the table they would realize where things went wrong. But in the GM/player relationship there’s often a degree of keeping stuff back for dramatic effect. (One guide to GMing I’ve seen insists that the worst thing you as a GM can do is show weakness to your players. What kind of assholes do they play with?) Clearly some better way of communicating is needed, but what could that be?

I’ve been on both ends of the miscommunication gun. (And often the gun fires both ways at once.) I have no great answers. I thought I’d toss some examples up since it’s a slow day here on the eve of Thanksgiving and I can’t work on my NaNoWriMo wordcount. I’m going to try and avoid picking on GMs that have frustrated me and mainly draw any examples from screw ups I’ve made. I’m open to input on ways to work on these.

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Fixing a Hole Where the Lame Gets In

In my big “things that piss me off about running Amber” post, blue_monsta said, “I am eagerly awaiting the next post to read what you think should be done to fix these issues/problems.” I felt a little called out. I always hate it when people bitch about a situation without offering solutions, and that’s really what I was doing. I had no real intention of presenting solutions. I was just venting.

So here are my thoughts on solutions to my hated aspects. I’d started to work up something that covers all of how I tweak Amber to suit my needs, but decided to pare this down to just the stuff that addresses the aspects I hate.

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My Love/Hate Relationship with Amber Diceless

This is the second draft of this. I’d tried writing up something before and it didn’t really address Amber specifically. So I tried to think about what I like in an Amber game and what feeds in to making that sort of quality Amber game. And really, they are the same things that feed into making any game excellent. (Or, rather, my idea of excellent.) Amber just provides a minimal system that makes what I like in gaming even better. The challenge, though, is that the same thing that makes Amber awesome can also lead to a lot of suck.

I’ll warn you that at times this becomes a little ranty. If you feel like you’ve been called out anonymously in this description, keep in mind that in none of the cases where my frustration is with focused more on the players is it a matter of just one (or two, or even three) people who have frustrated me.

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