Metaphysics of Amber

1 September, 2011 at 11:02 am (Amber) (, )

There is Amber, the only real place, of which other worlds are but shadows. There are also the courts of Chaos, ever changing, easily molded. Then there is Abyss, from which (almost) nothing has ever returned.

One way to think about it would be to take Pattern as the center of order and stability and lack of change, while have Logrus represent change and instability. But Abyss clearly is emptiness, which is totally unchanging, and still Abyss lies close to the Courts, which seems suspicious.

So I would have Abyss be emptiness while Logrus is everything. They are very close to each other, since neither can separate things from each other: None lie in Abyss, while all of them are in Logrus. Pattern, then, is structure – very far from nothing and everything. This is how an Amberite might see the situation.

But what of the Chaosite perspective? Certainly nothing is the ultimate in structure, for it (vacuously) has all the structure imaginable, and so Abyss must lie somewhere behind Pattern and Amber, if looked at from Chaos.

What of the Abyssian point of view? Well, it is empty, so there must be nobody looking, and so the issue is moot.

And what of Corwin’s pattern? Suppose it is another center of order. Is it compatible with the pattern of Amber, or do they simply not interact at all, or are their conceptions of order constantly struggling? And how does all of that look from whichever perspective one takes?

This all reflects on the use of powers when moving through Shadow. By Pattern-walking both Abyss and Logrus are distant from Amber, but maybe for the Chaosites, however they move, both Pattern and Abyss are distant places. Or do some Chaosites wield the powers of Abyss, or do some other entities? Then, for them, both Logrus and Pattern would be far, however they move.

Yet, as a further complication, it is tedious to shift Shadow near Amber. What of the other powers, and how well does Pattern work near the other centers of power? What of Corwin’s pattern, and initiates to it?

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Metagaming in Amber

1 July, 2011 at 8:46 am (Amber, game mastering) (, , , )

In my Amber game, none of the players are familiar with the setting. None. I am, somewhat, and thus far sufficiently.

So, we start with the standard amnesiac plot – you are all prisoners in this facility and know nothing. Have fun.

The players of course knew what I told them during character creation. I also told them to freely read the rulebook, and if they happen to read Amber material online, that is also completely okay. Their characters recover their memories to the extent that the players find out about things. They should still note that my Amber is, by necessity, not the official Amber, as I don’t remember that well enough. So their characters might have misconceptions and remember falsities. I get all that for free by allowing metagaming in these ways.

The organisation which imprisoned the player characters is (heavily inspired by) the SCP foundation. They have, for example, already had several encounters with [REDACTED], have sort of allied themselves with certain employee of the foundation, and attacked it more than once, generally pretty unsuccesfully due to lack of preparation and disparity in manpower. I have stated that they are free to read any stuff found there and use it to their own advantage, though my SCP foundation is not exactly what they find there, as before.

As a game master it takes some trying to not simply tell things or hint at them or whatever, especially when not playing. Games with serious secrets and hidden information are pretty much unlike the games I usually run, where there is certainly unknown information, but revealing it is not a problem. Here hidden information and not knowing are parts of the game. We also theoretically use secret notes, though actual use has been sparse, mostly due to old habit of not using them at all. I should send some dummy ones. And some proper ones, too.

As with all things, claiming that metagaming is good or bad is useless. In this case, it is mostly desired, but players are also free to stick with what their characters know. It might even be more fun that way, depending on the player. Players are free to make the call either way.

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