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=Character Design= 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. <br><br><br><br><br> Go back to [[Dr._Penguin%27s_Iceberg| Dr. Penguin's Main Page]]
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