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You know that portion of the rulebook where the game writers talk about modifying - or even eliminating - the rules? Read it. Use it. Once you have a little bit of Amber under your belt, you'll find rules you dislike (the Magic rules being the primary offenders, for many a GM - myself, I just lumped all three varieties of magic into a single Power and charged 25 points for it). So change them. Look online for various Amber house rules (there are approximately two metric fucktons of them out there), and either use those, or use them as inspiration to make your own. But don't feel chained to rules for a game wherein most of the rules are intended to be guidelines anyways.
 
You know that portion of the rulebook where the game writers talk about modifying - or even eliminating - the rules? Read it. Use it. Once you have a little bit of Amber under your belt, you'll find rules you dislike (the Magic rules being the primary offenders, for many a GM - myself, I just lumped all three varieties of magic into a single Power and charged 25 points for it). So change them. Look online for various Amber house rules (there are approximately two metric fucktons of them out there), and either use those, or use them as inspiration to make your own. But don't feel chained to rules for a game wherein most of the rules are intended to be guidelines anyways.
 
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A few notes from another fan of Amber Diceless RPG and Amber
 
 
'''Elder Amberites''' 
 
In my game, [[Jeweled Amber]], I chose to give the PCs an advocate, an Elder that King Random had assigned to look after "The Cousins".  It was a punishment detail for Bleys, as well as a chance to involve the players with an Elder.  By giving on voice that the players could go to i didn't have to run different Elders with every PC.  They went to Bleys for information, gossip, relaxation, and a variety of needs.  He almost never went with them on adventures but was able to come to their rescue if they really needed help. 
 
 
Elders are royals too, High Royals.  Depending on the PCs status they may have very little time for the players.  However Amber is a Royal Court.  Court members have just as little time but usually don't outrank the PCs, if the game is centered around a court, and thus can be excellent sources of help and information.  Amber Guardsman, Ladies in waiting, courtiers, cooks, grooms, armorers, maids, and a huge number of other people abound in court.  I tried to find one of these people to befriend the players. I also developed a couple people imortant People the players could go to without bothering the Elders.  Dame Margot, Chief Chef of Amber.  Lord Michael, the Herald of Amber, sometimes called the Little King. 
 
 
I tried to steer the players away from being at odds directly with Elders.
 
 
'''Part the Second: these kids don't play fair'''
 
The PCs need a good beat-down.  It can be humbling.  Many of the foes they will face are far tougher then they are.  They need to be weened from the hack and slash mentality of most games. 
 
 
I hesitate to suggest this because it can put bad ideas in players head, but if the players in your game are just learning Amber Diceless Role Playing Game and its rules a good baptism by fire can be good.  Run a limited session Throne War.  Run the stat auction, give players a chance to do a bit, then toss the crown out.    Let them fight it out, kill them off, till one survives.  If your game group understands its a quick thing it can be fun.
 
 
'''Part the Third: Unlimited Cosmic Power in Ten Easy Steps'''
 
 
I really like this advice.  Let them build what they like.  Destroy stuff they make.  They are never going to be experts like the Elders.  Make them get very detailed in the stuff they make.
 
 
On the subject of making stuff.  I made trumps for the players. In the first Campaign i ran that meant photocopying and cutting and pasting since it was before everyone had incredible computers.  The Jeweled Amber game was post-Paintshop so the trumps were much cooler.  Make trump artists create trumps.  If they build castles, have them find a floorplan.  Warships, sailing ships, spaceships, etc.  The stuff is available online all over the place.  There are public domain and copyright issues but only if you try making money off them.  They probably won't.  Such art really makes a game come to life.
 
 
'''Part the Fourth: Stuff'''
 
 
Good and Bad Stuff can be tricky.  It fluctuates so much.  Players get points, allocate them, need one more for something and take bad stuff.  Has a point left over they stash it in good stuff.  Good Stuff becomes a bank.  Bad Stuff becomes a loan. 
 
In my game i tried separate things that happen to players from their stuff.  Politics can be bad politics.  Bad things happen to good people.  Good things happen to bad people.    I had Stuff affect actions, not politics.  It would mess up hellrides, attract monsters, effect spells.  Good stuff and bad stuff can do both things.  Players learned that having more then a point of either was more trouble then it was worth.
 
 
'''Part the Fifth: Avoiding the Path Already Taken'''
 
 
Ya, i agree.  In many ways the threat of dead elders maybe coming back is better then having them actually come back.  As for the spikards.  Shadow is full of other things without things that players get clues about how to use from the books.  I rarely used things and places used in the books. Its worth the effort to steer players away from such things.
 
 
'''Part the Sixth: Screw The Rules!'''
 
I wholeheartedly agree.  There are lots of really interesting things people have written up that can make your game fun.  Most people would be happy to have you use their stuff.  I wrote a thing called [[Diners of Amber]] that was the Place Trumps in the deck of cards King Randon gave to all the PCs.  Anyone who wants to use it, or parts of it, is welcome too. 
 
 
If a player develops an interest its worth the effort to find some way to provide for it. 
 
 
  
 
[[Category:How_to_Run|Amber]]
 
[[Category:How_to_Run|Amber]]
 
[[Category:Amber]]
 
[[Category:Amber]]

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