Tag Archives: at the table

Amber, Aspects, Resource Management

I just wrapped up a six-session Amber campaign. (It was intentionally six sessions. It wasn’t a matter of me just snapping, deciding I hate everyone and just killing the game. I’ve only done that a couple times. Really.) It had involved a good chunk of experimentation with blending in elements of a few other games, including Apects from FATE/Spirit of the Century. I had mixed experiences with the mechanical portion of the game, so I thought I’d share what I dragged into this game, how I felt about it and then wrap it all up with a broader discussion on the concept of resource management and how I fail with it.

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Mythic Force?

I’ve had a bunch of half-developed ideas for posts, involving social contracts, factions in roleplaying groups, story share vs. mechanical balance, etc. But I haven’t finished any of those posts. And this one isn’t one of those. I’m mainly posting this because I don’t have time to finish the others and this is more of a question than a commentary.
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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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What My Games Are About

Had dessert with ogremarco, sirriamnis and Mrs. Z last night. ogremarco has gotten pretty amped on indy games lately and is trying to encourage me to write a game. Having been down this road a couple times before, I’m a little skeptical. But I’m trying to keep an open mind. He did bring up some points that got me thinking about my own games and how I tend to run them. So here’s me musing on what I want my games to be about and what I’ve poached in order to accomplish that.
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Frozen Misery of Centuries, Session 3 After Action Report

Our group was a little smaller than usual this last session. Two players got plucked away by PAX and so there were just four people for me to torment. I thought it went fairly well. I managed to dump a lot of info onto the players and did so in a fashion where they couldn’t really help but share the big chunks. I think the only thing that nagged me was one player who managed to get himself a bit orphaned. I never know what to do in those circumstances.
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