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Amber Diceless Roleplaying Game

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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:– 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 β€œNo” on both counts... However, I certainly do think that the 488: 429: 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. 646:
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.
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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:– 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
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It is assumed that players will portray the children of the main characters from the books – the ruling family of Amber, known as the Elder Amberites – 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
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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 – 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 βˆ’25 (normal human level), through βˆ’10 (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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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
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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 – and has features very similar to Roger
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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
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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 505: 1783: 552: 524: 697:
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. 242:
includes the remaining elements from the Merlin novels, such as Broken Patterns, and allows players to create Constructs such as Merlin's
1773: 447: 350:, but uses material from the following books to describe those parts of Zelazny's cosmology that were featured there in more detail. The 153:
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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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
1088: 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 1430: 889: 243: 1495: 1125: 1044: 247: 143:
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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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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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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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
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is a valuable resource to a GM - even if he isn't running an
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is used for armed combat, from duelling to commanding armies
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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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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
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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 1755: 1311: 1243: 1482:The Official Amber DRPG and Erick Wujcik Forum 850: 1517: 1503: 1023:issues are still available from Phage Press. 1428: 1362: 1162: 1113: 1042: 771:Trump Artists can create Trumps, a sort of 238:, was published in 1993. This supplemental 1510: 1496: 802:Artifacts, Personal shadows and Constructs 302:back into print. The new company is named 1462:Ranne, G.E. (July–August 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) 1142: 1073: 946:should be given serious consideration." 649: 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:– from the remaining five novels (the " 14: 1756: 1368: 1335: 1197: 834: 722:have access to the powers seen in the 204:") and some details – sorcery and the 1784:Role-playing games introduced in 1991 1491: 1461: 1344: 1038: 1036: 1397: 1348:(June 1992). "Roleplaying Reviews". 510:adding citations to reliable sources 481: 422: 782:Three types of magic are detailed: 24: 1774:Role-playing games based on novels 1228: 1033: 27:Tabletop fantasy role-playing game 25: 1800: 1475: 1122:Designers & Dragons: The '90s 1067: 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. 486: 427: 36: 1379: 1286: 1261: 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" 1182: 786:, with a quick, small effect; 635:is used for feats of endurance 407:" game, since one of Corwin's 13: 1: 1077:(2007). "Amber Diceless". In 1026: 584: 234:A 256-page companion volume, 968: 866:In the June 1992 edition of 861: 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. 329: 325: 167: 18:Amber Diceless Roleplaying 1789:Role-playing game systems 1659:Powered by the Apocalypse 1535:Advanced Fighting Fantasy 1525: 1519:Role-playing game systems 1084:Hobby Games: The 100 Best 713: 693:abilities, being able to 418: 97: 87: 79: 67: 55: 35: 814: 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: 1751: 1750: 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 582: 581: 574: 556: 480: 479: 472: 115:role-playing game 105: 104: 46:rulebook (art by 16:(Redirected from 1796: 1512: 1505: 1498: 1489: 1488: 1471: 1467: 1454: 1453: 1451: 1449: 1426: 1420: 1419: 1401: 1395: 1394: 1383: 1377: 1376: 1366: 1360: 1359: 1342: 1333: 1315: 1309: 1308: 1306: 1304: 1290: 1284: 1283: 1281: 1279: 1265: 1259: 1258: 1247: 1241: 1232: 1226: 1225: 1223: 1222: 1201: 1195: 1186: 1180: 1166: 1160: 1146: 1140: 1139: 1117: 1111: 1110: 1075:Lindroos, Nicole 1071: 1065: 1064: 1062: 1061: 1040: 1013:magazine called 922:Loyd Blankenship 682:compared to the 664:character points 577: 570: 566: 563: 557: 555: 514: 490: 482: 475: 468: 464: 461: 455: 431: 430: 423: 362:, the symbol of 40: 33: 29: 21: 1804: 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Index

Amber Diceless Roleplaying

Stephen Hickman
Designers
Erick Wujcik
Guardians of Order
Fantasy
role-playing game
Erick Wujcik
fictional universe
Roger Zelazny
Chronicles of Amber
dice
diceless
gamemaster
multiverse
West End Games
R. Talsorian Games
Corwin Cycle
Logrus
Merlin Cycle
Merlin
psychic

rule book
Ghostwheel
continuity
roleplaying campaign
"The Salesman's Tale,"
Prince of Chaos

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