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player may intend, for example, to create a character who is a strong, mighty warrior, but being "outplayed" in the auction may result in lower attribute scores than anticipated, therefore necessitating a change of character concept. Since a player cannot control another player's bids, and since all bids are non-refundable, the auction involves a considerable amount of strategizing and prioritization by players. A willingness to spend as many points as possible on an attribute may improve your chances of a high ranking, but too reckless a spending strategy could leave a player with few points to spend on powers and objects. In a hotly contested auction, such as for the important attribute of warfare, the most valuable skill is the ability to force one's opponents to back down. With two or more equally determined players, this can result in a "bidding war," in which the attribute is driven up by increments to large sums. An alternative strategy is to try to cow other players into submission with a high opening bid. Most players bid low amounts between one and ten points in an initial bid in order to feel out the competition and to save points for other uses. A high enough opening bid could signal a player's determination to be first ranked in that attribute, thereby dissuading others from competing.
918:, Dirk DeJong had a good first impression of the game, especially the information provided about the Amber family members and their various flaws and strengths. However he found that "The biggest problem with this endeavor, and its downfall, is the nature of the conflict systems. First, they are diceless, really diceless, and don't involve any sort of random factors at all, aside from those that you can introduce by roleplaying them out. Thus, if you get involved with a character who's better than you at sword-fighting, even if only by one point out of 100, you're pretty much dead meat, unless you can act your way out." DeJong also disagreed with the suggestion that if the referee and players disagreed with a rule to simply remove it from the game. "I thought the entire idea of using rules and random results was to prevent the type of arguments that I can see arising from this setup." DeJong concluded on an ambivalent note, saying, "If you love Zelazny and the Amber series, jump on it, as this is the premier sourcebook for running an Amber campaign. Personally, I just can't get turned on by a system that expects me to either be content with a simple subtraction of numbers to find out who won, or to describe an entire combat blow by blow, just so that I can attempt some trick to win."
666:, and bid on each attribute in turn. The character who bids the most for an attribute is "ranked" first and is considered superior to all other characters in that attribute. Unlike conventional auctions, bids are non-refundable; if one player bids 65 for psyche and another wins with a bid of 66, then the character with 66 is "superior" to the character with 65 even though there is only one bid difference. Instead, lower bidding characters are ranked in ascending order according to how much they have bid, the characters becoming progressively weaker in that attribute as they pay less for it. After the auction, players can secretly pay extra points to raise their ranks, but they can only pay to raise their scores to an existing rank. Further, a character with a bid-for rank is considered to have a slight advantage over character with a bought-up rank.
847:β if characters' ranks are close, and the weaker character has obtained some advantage, then the weaker character can escape defeat or perhaps prevail. Close ranks result in longer contests while greater difference between ranks result in fast resolution. Alternatively, if characters' attribute ranks are close, the weaker character can try to change the relevant attribute by changing the nature of the conflict. For example, if two characters are wrestling the relevant attribute is Strength; a character could reveal a weapon, changing it to Warfare; they could try to overcome the other character's mind using a power, changing it to Psyche; or they could concentrate their strength on defense, changing it to Endurance. If there is a substantial difference between characters' ranks, the conflict is generally over before the weaker character can react.
892:, the book would always lie flat when opened. However, he found the typeface difficult to read, and the lack a coherent hierarchy of rules increased the reading difficulty as well. Smith admired the Attribute Auction and point-buy system for skills, and the focus on roleplaying in place of dice-rolling, but he mused that all of the roleplaying would mean "GMs have to spend quite a bit of time and creative effort coming up with wide-reaching plots for their players to work through. Canned, linear adventures just won't serve." He concluded by stating that the diceless system is not for every gamer: "As impressed as I am with the game, do I think it is the 'end-all' of role-playing games, or that diceless systems are the wave of the future? I'll give a firm βNoβ on both counts... However, I certainly do think that the
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706:(for example, Trump contact) and magic or Trump is involved in all three of the above conflicts, so it is not clear whether Zelazny intended his characters to have such a power; the combination of Brand's "living trump" powers and his high Psyche (as presented in the roleplaying game) would have guaranteed him victory over Corwin.
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character with 1st rank in each attribute is considered "superior" in that attribute, being considered to be substantially better than the character with 2nd rank even if the difference in scores is small. All else being equal, a character with a higher rank in an attribute will always win a contest based on that attribute.
254:
with Merlin, Luke, Julia, Jurt and Coral as the PCs. The remainder of the book is a collection of essays on the game, statistics for the new characters and an update of the older ones in light of their appearance in the second series, and (perhaps most usefully for GMs) plot summaries of each of the
827:β bad luck which the Gamemaster should inflict on the character. Stuff governs how non-player characters perceive and respond to the character: characters with good stuff will often receive friendly or helpful reactions, while characters with bad stuff are often treated with suspicion or hostility.
705:
faces the demon
Strygalldwir, it is able to wrestle mentally with him when their gazes meet; and third, when Fiona is able to keep Brand immobile in the final battle at the Courts of Chaos. However, in general, the books only feature mental battles when there is some reason for mind-to-mind contact
389:
It is assumed that players will portray the children of the main characters from the books β the ruling family of Amber, known as the Elder
Amberites β or a resident of the Courts. However, since some feel that being the children of the main characters is too limiting, it is fairly common to either
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who have not had dozens of decades to get to know each other. Through the competitive
Auction, characters may begin the game vying for standings. The auction serves to introduce some unpredictability into character creation without the need to resort to dice, cards, or other randomizing devices. A
806:
While a character with
Pattern, Logrus or Conjuration can acquire virtually any object, players can choose to spend character points to obtain objects with particular virtues β unbreakability, or a mind of their own. Since they have paid points for the items, they are a part of the character's
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The attributes run from β25 (normal human level), through β10 (normal level for a denizen of the Courts of Chaos) and 0 (normal level for an inhabitant of Amber), upwards without limit. Scores above 0 are "ranked", with the highest score being ranked 1st, the next-highest 2nd, and so on. The
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setting from the novels into a role-playing game, and playtested his system for a few months at the
Michigan Gaming Center where he decided to try it out as a diceless game. West End Games was not interested in a diceless role-playing game, so Wujcik acquired the role-playing game rights to
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164:, and are much more advanced in matters of strength, endurance, psyche, warfare and sorcery than ordinary beings. This often means that the only individuals who are capable of opposing a character are from his or her family, a fact that leads to much suspicion and intrigue.
38:
957:, before or since. Bold though it was, the game didn't do very well commercially. The lack of dice became a flashpoint of controversy, with dice enthusiasts dramatically swearing off the game. That's a bit ridiculous, but it does get at a key hurdle
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the book begins and roleplay the Elder
Amberites as they vie for the throne; or to populate Amber from scratch with a different set of Elder Amberites. The former option is one presented in the book; the latter is known in the Amber community as an
212:"), in order to allow players to roleplay characters from the Courts of Chaos. Some details were changed slightly to allow more player choice β for example, players can be full Trump Artists without having walked the Pattern or the Logrus, which
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legend, and cannot lightly be destroyed. Similarly, a character can find any possible universe, but they can spend character points to know of or inhabit shadows which are (in some sense) "real" and therefore useful. The expansion,
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card which allows mental communication and travel. The book features Trump portraits of each of the elder
Amberites. The trump picture of Corwin is executed in a subtly different style β and has features very similar to Roger
287:, who took over sales of the game and announced their intention to release a new edition of the game. However, no new edition was released before Guardians of Order went out of business in 2006. The two existing books are now
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As well as representing luck, stuff can be seen as representing a character's outlook on the universe: characters with good stuff seeing the multiverse as a cheerful place, while characters with bad stuff see it as hostile.
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in May 2013. In Sept 2013 the project was completed, and on in Nov 2013 Lords of
Gossamer and Shadow (Diceless) was released publicly in full-color Print and PDF, along with additional supplements and continued support.
279:, was promised. Cover art was commissioned and pre-orders were taken, but it was never published. Wujcik also expressed a desire to create a book giving greater detail to the Courts of Chaos. The publishing rights to the
908:
game indicates Wujcik is on to something. When success in every action depends on the role and not the roll, players develop a sense of both control and urgency, along with creativity that borders on mania."
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Allen Varney thought the "Attribute
Auction" to be "brilliant and elegant", but he wondered if character advancement was perhaps too slow to keep marginal players interested. He also believed that being a
313:
secured a license from
Diceless by Design to use the rules system with a new setting in the creation of a new product to be written by industry and system veteran Jason Durall. The project
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would be "tough work. Proceed with caution." Varney recommended that players need some familiarity with the first five "Amber" novels by Zelazny. He concluded, "The intensity of the
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In any given fair conflict between two characters, the character with the higher score in the relevant attribute will eventually win. The key words here are
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rolling dice. They've been doing it for thousands of years and a significant part of the appeal of RPGs is giving dice, often in sparkly colours, a toss."
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game. For gamers who have an aspiring actor or actress lurking within their breast, or for someone running a campaign via electronic mail or message base,
344:. The first book assumes that gamemasters will set their campaigns after the Patternfall war; that is, after the end of the fifth book in the series,
701:: first, when Eric paralyzes Corwin with an attack across the Trump and refuses to desist because one or the other would be dominated; second, when
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and even mentally dominate any character with lesser psyche with whom they can make eye-contact. This is likely due to three scenes in the
386:(shadows) between and around them. Inhabitants of either pole can use one or both of the Pattern and the Logrus to travel through Shadow.
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includes the remaining elements from the Merlin novels, such as Broken Patterns, and allows players to create Constructs such as Merlin's
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350:, but uses material from the following books to describe those parts of Zelazny's cosmology that were featured there in more detail. The
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was created in the 1980s, and is much more focused on relationships and roleplaying than most of the roleplaying games of that era. Most
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In June 2007 a new publishing company, headed by Edwin Voskamp and Eleanor Todd, was formed with the express purpose of bringing
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A character who has walked the pattern can walk in shadow to any possible universe, and while there can manipulate probability.
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The original 256-page game book was published in 1991 by Phage Press, covering material from the first five novels (the "
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advises gamemasters to change rules as they see fit, even to the point of adding or removing powers or attributes.
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A character who has mastered the Logrus can send out Logrus tendrils and pull themselves or objects through shadow.
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823:β a good luck for the character. Players are also allowed to overspend (in moderation), with the points becoming
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does address this inconsistency somewhat, by presenting the "living trump" abilities as somewhat limited.
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Smith admired the professional production qualities of the 256-page rulebook, noting that because it was
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is destined for great popularity and a niche among the most respected of role-playing game designs."
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may contain an excessive amount of intricate detail that may interest only a particular audience
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403:'s children, in an Amber-like city built around Corwin's pattern; this is sometimes called an "
193:, until he withdrew over creative differences. Wujcik then founded Phage Press, and published
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system of comparative ability, and narrative description of the action by the players and
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The Auction simulates a 'history' of competition between the descendants of Oberon for
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246:. The book presents the second series of novels not as additions to the series'
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1251:"Amber Diceless Role-Playing - Official Website of Amber Diceless Role-Playing"
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The Official Amber DRPG and Erick Wujcik Forum (This site is no longer live)
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any relevant information, and removing excessive detail that may be against
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953:, RPG historian Stu Horvath noted, "There hasn't been an RPG quite like
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512: in this section. Unsourced material may be challenged and removed.
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are used in resolving conflicts or player actions; instead a simple
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Immersive Gameplay: Essays on Participatory Media and Role-Playing
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1009:. Additionally, Phage Press published 12 volumes of a dedicated
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Each of the first four powers is available in an advanced form.
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ten books. The book includes some material from the short story
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scene exists supporting the game. Amber conventions, known as
790:, with pre-prepared spells as in many other game systems; and
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is a valuable resource to a GM - even if he isn't running an
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370:, an assembly of worlds at the other pole where can be found
37:
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is used for armed combat, from duelling to commanding armies
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811:, adds Constructs β artifacts with connections to shadows.
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Shape-shifters can alter their physical form and abilities.
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Characters with high psyche are presented as having strong
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Erick Wujcik wanted to design a role-playing game based on
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1206:"Shadow Knight (Preview) and Interview with Erick Wujcik"
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abilities are far greater than those shown in the books.
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Both books were translated into French and published by
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characters are members of the two ruling classes in the
378:, and the Abyss, the source or end of all reality; and
399:" game. A third option is to have the players portray
358:, a city at one pole of the universe wherein is found
101:
Custom (direct comparison of statistics without dice)
1435:. McFarland, Incorporated, Publishers. p. 102.
1408:. Cambridge, Massachusetts: MIT Press. p. 229.
147:, is used to determine how situations are resolved.
1369:DeJong, Dirk (October 1992). "Challenge Reviews".
1119:
654:A character's ability scores are purchased during
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1482:The Official Amber DRPG and Erick Wujcik Forum
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1023:issues are still available from Phage Press.
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771:Trump Artists can create Trumps, a sort of
238:, was published in 1993. This supplemental
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802:Artifacts, Personal shadows and Constructs
302:back into print. The new company is named
1462:Ranne, G.E. (JulyβAugust 1992). "Ambre".
1406:Monsters, Aliens, and Holes in the Ground
1340:
1338:
951:Monsters, Aliens, and Holes in the Ground
572:Learn how and when to remove this message
470:Learn how and when to remove this message
315:Lords of Gossamer & Shadow (Diceless)
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946:should be given serious consideration."
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222:
1403:
1203:
934:#2 (July/Aug., 1993), and stated that "
620:is used for feats of willpower or magic
291:, but they have been made available as
265:, notably Coral's pregnancy by Merlin.
259:and some unpublished material cut from
208:β from the remaining five novels (the "
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722:have access to the powers seen in the
204:") and some details β sorcery and the
1784:Role-playing games introduced in 1991
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1397:
1348:(June 1992). "Roleplaying Reviews".
510:adding citations to reliable sources
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782:Three types of magic are detailed:
24:
1774:Role-playing games based on novels
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1033:
27:Tabletop fantasy role-playing game
25:
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1122:Designers & Dragons: The '90s
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626:is used for feats of strength or
521:"Amber Diceless Roleplaying Game"
382:, the collection of all possible
216:says is impossible; and players'
135:. The game is unusual in that no
1429:Torner, E.; White, W.J. (2014).
1294:"Lords of Gossamer & Shadow"
1269:"Lords of Gossamer & Shadow"
1043:Blankenship, Loyd (1993-08-01).
880:published reviews of this game.
819:Unspent character points become
794:, the creation of small objects.
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36:
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1150:Amber Diceless Roleplaying Game
894:Amber Diceless Roleplaying Game
497:needs additional citations for
390:start with King Oberon's death
283:games were acquired in 2004 by
110:Amber Diceless Roleplaying Game
31:Amber Diceless Roleplaying Game
1387:"Pyramid: Pyramid Pick: Amber"
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786:, with a quick, small effect;
635:is used for feats of endurance
407:" game, since one of Corwin's
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1:
1077:(2007). "Amber Diceless". In
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234:A 256-page companion volume,
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866:In the June 1992 edition of
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452:Knowledge's inclusion policy
7:
1779:American role-playing games
1120:Shannon Appelcline (2014).
195:Amber Diceless Role-playing
10:
1805:
1769:Fantasy role-playing games
1375:. No. 65. p. 85.
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18:Amber Diceless Roleplaying
1789:Role-playing game systems
1659:Powered by the Apocalypse
1535:Advanced Fighting Fantasy
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1519:Role-playing game systems
1084:Hobby Games: The 100 Best
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693:abilities, being able to
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593:are represented by four
189:and offered the game to
1764:The Chronicles of Amber
1319:The Great Book of Amber
1005:(Northern Ireland) and
374:, the manifestation of
354:multiverse consists of
340:described in Zelazny's
336:The game is set in the
332:The Chronicles of Amber
250:but as an example of a
117:created and written by
1089:Green Ronin Publishing
257:"The Salesman's Tale,"
231:
1404:Horvath, Stu (2023).
1045:"Pyramid Pick: Amber"
985:, are held yearly in
650:The Attribute Auction
226:
1644:Megaversal/Palladium
1255:dicelessbydesign.com
1172:(Phage Press, 1993)
1152:(Phage Press, 1991)
1126:Evil Hat Productions
506:improve this article
252:roleplaying campaign
1204:Blankenship, Loyd.
977:status, a thriving
973:Despite the game's
835:Conflict resolution
724:Chronicles of Amber
347:The Courts of Chaos
342:Chronicles of Amber
132:Chronicles of Amber
32:
1188:Stephen Hickman's
872:(Issue 182), both
662:; players get 100
656:character creation
304:Diceless by Design
285:Guardians of Order
272:in 1994 and 1995.
232:
191:R. Talsorian Games
125:created by author
123:fictional universe
74:Guardians of Order
42:Cover of the main
30:
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1442:978-0-7864-9237-4
1135:978-1-61317-084-7
1098:978-1-932442-96-0
997:(United States),
949:In his 2023 book
851:The "Golden Rule"
671:player characters
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628:unarmed combat
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589:Characters in
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330:Main article:
327:
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275:A third book,
270:Jeux Descartes
178:West End Games
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1689:Savage Worlds
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1415:9780262048224
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1346:Smith, Lester
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1331:0-380-80906-0
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1178:1-880494-01-9
1175:
1171:
1170:Shadow Knight
1168:Erick Wujcik
1165:
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1158:1-880494-00-0
1155:
1151:
1148:Erick Wujcik
1145:
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1091:. p. 8.
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1079:Lowder, James
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1007:Modena, Italy
1004:
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999:Milton Keynes
996:
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987:Massachusetts
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961:face: People
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523: β
522:
518:
517:Find sources:
511:
507:
501:
500:
495:This section
493:
489:
484:
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449:
445:
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436:This section
434:
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316:
312:
309:In May 2010,
307:
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236:Shadow Knight
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128:
127:Roger Zelazny
124:
121:, set in the
120:
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34:
19:
1713:Storytelling
1549:
1466:(70): 22β24.
1463:
1446:. Retrieved
1431:
1424:
1405:
1399:
1390:
1381:
1370:
1364:
1349:
1318:
1313:
1301:. Retrieved
1298:DrivethruRpg
1297:
1288:
1276:. Retrieved
1272:
1263:
1254:
1245:
1235:
1230:
1219:. Retrieved
1215:
1209:
1199:
1190:
1184:
1169:
1164:
1149:
1144:
1121:
1115:
1082:
1069:
1058:. Retrieved
1054:
1048:
1020:
1014:
1010:
982:
975:out-of-print
972:
962:
958:
954:
950:
948:
943:
939:
935:
929:
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920:
913:
911:
905:
893:
878:Allen Varney
874:Lester Smith
867:
865:
855:
854:
844:
840:
838:
829:
824:
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797:
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568:
559:
549:
542:
535:
528:
516:
504:Please help
499:verification
496:
466:
457:
444:spinning off
437:
391:
388:
379:
367:
355:
351:
345:
341:
335:
314:
310:
308:
303:
299:
297:
289:out-of-print
280:
276:
274:
267:
260:
235:
233:
228:
210:Merlin Cycle
202:Corwin Cycle
199:
194:
186:
181:
173:
171:
158:
154:
150:
149:
130:
119:Erick Wujcik
109:
108:
106:
62:Erick Wujcik
43:
1709:Storyteller
1669:QuestWorlds
1569:Cortex Plus
1470:(in French)
1464:Casus Belli
1303:27 November
1273:Kickstarter
1001:(England),
888:in 32-page
792:Conjuration
784:Power Words
411:colours is
360:the Pattern
319:Kickstarter
295:downloads.
80:Publication
71:Phage Press
1758:Categories
1679:Rolemaster
1634:Masterbook
1550:Amber DRPG
1236:Amber DRPG
1221:2006-05-29
1060:2008-02-15
1027:References
1011:Amber DRPG
979:convention
902:gamemaster
890:signatures
886:Smyth sewn
856:Amber DRPG
845:eventually
821:good stuff
776:Zelazny's.
720:Amber DRPG
699:Chronicles
691:telepathic
684:Chronicles
680:Amber DRPG
678:Psyche in
595:attributes
591:Amber DRPG
585:Attributes
532:newspapers
448:relocating
372:the Logrus
338:multiverse
300:Amber DRPG
281:Amber DRPG
248:continuity
244:Ghostwheel
162:multiverse
151:Amber DRPG
145:gamemaster
68:Publishers
44:Amber DRPG
1743:Unisystem
1718:Traveller
1624:Interlock
1579:D6/OpenD6
1540:Alternity
1372:Challenge
1356:TSR, Inc.
1323:Eos Press
1278:19 August
1193:cover art
1107:154694406
1021:Amberzine
1016:Amberzine
983:Ambercons
969:Community
924:reviewed
915:Challenge
862:Reception
825:bad stuff
695:hypnotise
633:Endurance
607:Endurance
384:universes
240:rule book
227:Cover of
197:in 1991.
57:Designers
1738:Ubiquity
1723:Tri-Stat
1530:3D&T
1358:: 97β99.
1325:, 1999)
995:Portland
991:Michigan
751:Pattern:
624:Strength
603:Strength
562:May 2023
460:May 2023
409:heraldic
397:Amethyst
141:diceless
129:for his
1699:SilCORE
1604:Gumshoe
1468:Review
1354:(182).
1211:Pyramid
1081:(ed.).
1050:Pyramid
1019:. Some
1003:Belfast
931:Pyramid
788:Sorcery
757:Logrus:
728:Pattern
660:auction
639:Warfare
611:Warfare
546:scholar
326:Setting
218:psychic
168:History
98:Systems
92:Fantasy
1733:TWERPS
1728:True20
1599:Fuzion
1565:Cortex
1448:29 Jun
1439:
1412:
1351:Dragon
1329:
1176:
1156:
1132:
1105:
1095:
869:Dragon
780:Magic:
769:Trump:
742:, and
732:Logrus
714:Powers
703:Corwin
658:in an
618:Psyche
599:Psyche
548:
541:
534:
527:
519:
419:System
413:Silver
405:Argent
401:Corwin
392:before
380:Shadow
366:; The
214:Merlin
206:Logrus
88:Genres
1674:Risus
1629:MURPG
1609:GURPS
1594:Fudge
1238:books
1191:Rebma
959:Amber
955:Amber
944:Amber
940:Amber
936:Amber
926:Amber
906:Amber
815:Stuff
773:tarot
744:magic
740:Trump
553:JSTOR
539:books
376:Chaos
364:Order
356:Amber
352:Amber
277:Rebma
187:Amber
182:Amber
174:Amber
159:Amber
155:Amber
113:is a
1684:SAGA
1664:QAGS
1649:Omni
1639:MEGS
1619:Hero
1614:HARP
1589:Fate
1584:EABA
1560:CODA
1450:2023
1437:ISBN
1410:ISBN
1327:ISBN
1305:2013
1280:2013
1174:ISBN
1154:ISBN
1130:ISBN
1103:OCLC
1093:ISBN
963:like
876:and
843:and
841:fair
609:and
525:news
176:for
137:dice
107:The
83:1991
1704:SRS
1574:d20
1555:BRP
928:in
508:by
446:or
293:PDF
1760::
1711:/
1694:SF
1567:/
1389:.
1337:^
1296:.
1271:.
1253:.
1216:#6
1214:.
1208:.
1128:.
1124:.
1101:.
1087:.
1055:#2
1053:.
1047:.
1035:^
993:,
989:,
746:.
738:,
734:,
730:,
726::
613:.
605:,
601:,
597::
415:.
306:.
1511:e
1504:t
1497:v
1452:.
1418:.
1393:.
1321:(
1307:.
1282:.
1257:.
1224:.
1138:.
1109:.
1063:.
575:)
569:(
564:)
560:(
550:Β·
543:Β·
536:Β·
529:Β·
502:.
473:)
467:(
462:)
458:(
454:.
440:.
395:"
50:)
20:)
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