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Amberish Words to Live By (A new feature)[edit]

In a closed society, where everybody's guilty, the only crime is getting caught. In a world of thieves, the only final sin is stupidity.

- Hunter S. Thompson

Since the masses are always eager to believe something, for their benefit nothing is so easy to arrange as facts.

- Charles Maurice de Talleyrand

She is such a good friend that she would throw all her acquaintances into the water for the pleasure of fishing them out again.

- Charles Maurice de Talleyrand

Campaign Introduction[edit]

The books have been written and printed. Now is when your stories begin. Merlin has gone off to Chaos to claim his throne. Reynard stands accused of murdering his Uncle Cain, a crime unprecedented in Amber history. Random sits on the throne, youngest of the siblings, surrounded by elders who all have their own agendas. Now these Elders have gone out into Shadow to bring back the Children, yourselves.


From literally out of this world, a stranger appears to tell you that everything you've known has been a lie. You've always known you were special; how could you not, when as a very young child you were unmistakeably the smartest, wiliest, strongest and most talented being in the history of the WORLD! No matter how self-effacing, shy, and retiring you've attempted to become, your looks, talents, and general superiority have been obvious to yourself and others.


This new world, this Amber, is a strange place by any standards. Medieval technology, ever present magic, and a strange power that those of a certain bloodline alone possess, you are treated as more then the super human you have always known yourself to be. You are a god amongst a pantheon of gods and goddesses. Despite the animosity and distaste for each other some of these older family members exhibit towards each other, they all seem besotted with this place, this Amber. Yet your fondness and memories of your childhood home remains. What seductive power does Amber represent? How will you adapt to this strange new world, and what new powers previously unknown even to these pompous and god-like Elders will you exhibit?


Now is a time of discovery and adventure, but with peace between all poles of existence, when could it be safer to discover all the mystery and secrets that remain?

Calendar of Upcoming Games[edit]

  • 15 Jan - Amber
  • 29 Jan - Amber
  • 12 Feb - Amber

Personalities[edit]

Connie: Gwenyth

Kim: Calliope Merrystar Fishering (Calypso)

Ken: "La Rubio" - aka La Rubio

Bobby: Clark Wild

Allie: Evelyn Fawkes

Eric: Cyrus Grey -

The Journal of Adventures (Connie's Notes )[edit]

(with some editorializing by Ken)[edit]

Session 1: "Kidnappings and Condescension" - In which Our heroes are gathered, Another "Random" speech is given, A trip to the moon on gossamer (or at least scaly) wings is made, Cats are proven correct (people really are furniture), and it is discovered that in Hell shadows there is no television worth watching


Session 2: "A Dishonourable Affair of Honor" - In which investigations are made, duels are performed, and the one true sunburn is experienced


Session 3: "At Last, a Nice Meal" - In which there are several proposals of assassination . . . and marriage; questions are asked . . . and answered with varying degrees of truth and the aforementioned meal is had and was quite excellent.


Session 4: "From Here to Paternity" . . . or "Unnatural Acts of Jellyfish" - In which a convicted criminal is killed, or not; The cousins walk the Pattern for the first time, or not; and there are several successful seductions, or not.


Session 5: "Something's Fishy around Here" - In which our heroes conquer a vast undersea kingdom for dubious reasons.


Session 6: "Around Underground" - In which our heroes investigate an underground kingdom whilst Prince Bleys scouts future romantic conquests. Also, several of our heroes discover the odd proclivties of their common ancestor whilst freeing him from captivity.


Session 7: "Hurry Up and Nap . . . or Dream a Little Dream of Fi" - In which our heroes become distracted by dinner on their way to assassinate the King of the Dreamlands; Bleys and Fiona are found to make excellent statue molds and Rubio plays with a spoon that may or may not exist.


Session 8: "To Err/Air/Heir is Amberite" - In which a few kingdoms are conquered and a wedding plan moves forward.


Session 9: "I've Seen Fire and I've Seen Reign" - In which we deal with the aftermath of an epic Bachelor party, the Realm of Fire Attacks Amber and the Air becomes Capricious or perhaps Carnivourous


Session 10: "Beware of Serpents Bearing Gifts Lest You end up Bearing One Yourself" - In which Rubio Learns that other members of the group can be just as dumb as he is.


10a: Rubio and Sancha at the Dance

Character Design[edit]

Characters are based on 120 pts., but must spend 110 pts before the game begins. Characteristics and most powers are available, but players may not buy pattern or logrus. New powers are encouraged, as is creative use of existing powers.


Each character must have a family, preferably living parents who are as convinced they are your real parents as you were until recently assured you were their child. Ownership of your original shadow isn't necessary, but would be very reasonable.


The game will be high experience, and fast paced. Most of the players have played in my Amber games before, and so are aware that the game will be more free form then most other diceless games.


Unconventional and original are prized, and predictable and safe are discouraged.


There are at least two philosophies of game mastering. There are story tellers, who have a plot and story line in mind, and give the players a chance to insert their character into a fully formed and realized world. The philosophy I subscribe to is rather that an author's goal is to develop characters who progress through the story and determine the story themselves. I freely admit that my best moments as a game master is when I riff on off beat and improvised ideas given by characters.


I ask that all players be open minded and adaptable. There will be new powers, new characters not present in the books by Zelazny, and unconventional interpretations of the well known characters from the books. The rules in the book offer a guideline and a suggestion of rules. It doesn't define or limit the rules. I suggest that rather then curse what strange and bizarre things others are allowed to get away with, you instead present me with a wish list of outrages you want to perform, and together we work on a way to perpetuate it.








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