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anyone interested in an AMBER game?

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I'm just looking to see if there's anyone around here interested in a 'CHRONICLES OFAMBER' game -Weekly (or maybe Bi-weekly) -Microphone needed. -Previous knowledge of the world or system not needed. For those of you who don't know what that is: <a href="http://en.wikipedia.org/wiki/The_Chronicles_of_Amber" rel="nofollow">http://en.wikipedia.org/wiki/The_Chronicles_of_Amber</a> It's a Book series and system about a family who the only 'real' people in the mutliverse. Who fight for the crown of Amber the only 'real' place in the mutliverse. Your allowed to go to other dimensions and bring back and use anything you can possible think of. Sci-fi, fantesy, cyberpunk, modern, weapons, tech and armies. The system is designed for players to be at odds with each other. And the first game is always an auction: ability scores are purchased during this auction. The system is diceless but not 'system-less' or a 'story teller game'. Roll20 allows you to be able to pass notes to other players with out anyone else noticing which i think is very beneficial to this style of game.
YES!!!!!!!111
Maybe... probably Yes!
Additional information: My time is GMT+4
Very interested in an Amber game but would prefer 1 session every two weeks. It's always been one of my favourite concepts. I'd love to be able to walk through infinite worlds. I have run a campaign of it a few years ago - but using a homebrew d20 variant. I've run one-offs using Amber Diceless but that was when it was first published. If you were looking to use a diced system for it, FATE would be a good fit with its Aspects. I've run some Dresden Files games and often considered using it for Amber. Please let us know when. I'm in the UK.
Well if i can get four or more people in. I think i'm might run one. I'm guessing MarkN is out. To which if anyone else is reading this. The system doesn't depend on how the GM feels. It just doesn't use dice. But anyways! 4 or more people i think i can get a game rolling
I have just read most of the series in the last few few weeks, and this sounds interesting, though if some things could be cleared up, that would be nice. How exactly does a diceless system work? It'd be too easy to powerplay everything, as I see it (people always hitting in battle, etc), and if the GM determines all of that, it's simply unfair to those who don't get along with them. What time would it be? Tuesdays are a little full at this time, but in a few weeks they're good for me. I'm EST, and usually any time after 3:15 approx is good for me.
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Mark N. said: I'm guessing that you are adamant about using Wujcik's Diceless Amber in which case, yes I'm out. I do like Amber, but not that much. Since no dice are used, the ONLY thing that decides whether a player succeeds or fails (any action) is the GM. The GM has guide-lines that they follow, and characters have stats, but that's essentially what it boils down to. If the GM likes you, you succeed, if not, you fail, at least that's what tended to happen in practice when I played. There's a great cognitive leap between the GM deciding resolutions and the GM deciding resolutions based on if they like you. Those are two very different things, and suggest to me that GMs don't tend to like you. If you don't feel capable of playing a game where you have to trust the GM, then just don't play it.
If I offend, I'm sorry. I'm was simply saying I don't feel it's always the best option. I'd still be interested in playing, just wary about the DM's opinion about me. Trusting the GM is not the problem, and if I don't feel it's working out I would excuse myself from the group rather than cause a large fuss about it.
Krysty W. said: I have just read most of the series in the last few few weeks, and this sounds interesting, though if some things could be cleared up, that would be nice. How exactly does a diceless system work? It'd be too easy to powerplay everything, as I see it (people always hitting in battle, etc), and if the GM determines all of that, it's simply unfair to those who don't get along with them. What time would it be? Tuesdays are a little full at this time, but in a few weeks they're good for me. I'm EST, and usually any time after 3:15 approx is good for me. The diceless system works mostly by statistic comparison. The farther away the statistics the more swift and severe the result, the closer the statistic the more drawn out the conflict. There's no powerplay at all, actually - it just means you're saving the chance of failure for when it really matters. If anything it's the opposite of a power gamer's game, because you can't manipulate and fiddle your character around like you could in a more abstracted system. And honestly, it only hinges on the GM liking you as much as any other roleplaying game, which is to say that if that's happening, they're a lousy GM, anyway.
Krysty W. said: I have just read most of the series in the last few few weeks, and this sounds interesting, though if some things could be cleared up, that would be nice. How exactly does a diceless system work? It'd be too easy to powerplay everything, as I see it (people always hitting in battle, etc), and if the GM determines all of that, it's simply unfair to those who don't get along with them. What time would it be? Tuesdays are a little full at this time, but in a few weeks they're good for me. I'm EST, and usually any time after 3:15 approx is good for me. There's a system in the game dealing with stats and negative stats and how long tasks take which determines everything. I think the players themselves wouldn't need a DM to determine the out come of conflicts, they'd just need to compare stats to stats. But most of the game is in secret (some stats are secret even to the owners'). So the DM is there to know all the numbers. "people always hitting in battle" The system isn't designed for dungeons crawls. Or one on one fighting. In Amber if you have more strength than the other guy in a straight-up strength based fight. You would win the fight. So the game is about out-thinking him and fighting him where you have the advantage and he's trying to think how to get you trapped in a one on one fight stripped of any tricks you most likely have. The game is far more panned out that DnD. These are superpeople, the strongest in the mutliveres. The system is mainly dealing with armies, and who owns what universe and who has right to what and what ridiculous and fantastical trick you have up your sleeve. On top of that dice games focus on success and failure This system is that everything is a little of both. Consequence builds on consequence apon consequence. In a dice game you could set up a great plan, have thought of everything, and then roll terribly. In Amber at least when things go wrong you know there was a *reason* that it went wrong. Which trust me feels great when you do succeed because that means you've out imagined someone.
I'm still up for diceless. Just depends when the game happens. The GM guidelines for the Diceless Amber rules are extensive and all games are based on trust anyway. Sometimes failure can be as interesting as success. Sometimes you find yourself fighting somebody with much higher Warfare and you have to change tactics, run away, grovel, call for help, reveal that you are holding their child hostage or that you have something to trade - or resort to throwing sand in their eyes, using magic, running away - I could go on. That stuff is often too complex for detailed rules to cover and much better to let a good GM adjudicate it. Players just have to have a bit of faith and not bitch about it if things go against them - there may be factors the GM knows that the players don't.
Alright, those make sense. Thank you guys for pointing those things out.