I’ve been playing in several fairly short games with the Monday rpg group, but now I have again managed to start running a game, or maybe even a campaign, with some energy to it. We’ve played five sessions thus far. The players are Aleksi, Henrik, Mikko and one who on the internet goes by the name of Thalin.
Amber diceless is based on the Amber books by Roger Zelazny that seem to be quite obscure hereabouts, which is sort of pity. I read the roleplaying game first, then at some point (it has been more than five years, I suppose) read the books when Gastogh bought them, and then reread the rpg. Recently Thalin gave the rpg to me, or, rather, I saved it from an unknown destiny when Thalin moved.
Some mild spoilers about the books follow.
The cosmology of Amber is vast. There is a central pole, the city of Amber itself, which (simplifying and lying a bit) represents order. On the far edges of the multiverse there are the Courts of Chaos and behind them there is the Abyss, vast nothingness. Between these are innumerable shadows (of Amber), each of which is a world or a universe in and of itself. Our world, the shadow Earth, is one of them. The entire setting of Planescape presumably is one of them. Amberites can walk from shadow to shadow – they can, for example, find a shadow of their desire by starting anywhere and shifting between shadows until they get there. So, the multiverse or the cosmology or whatever is, well, quite large. There are philosophical issues and details that I choose to omit, as they are not really relevant until someone starts seriously playing around with the Pattern, i.e. the power of walking between shadows.
More accurately, almost all Amberites can walk through shadows. Of the four characters, one has in public admitted to having the power. This is somewhat due to the peculiar character creation rules and certain psychological factors, I presume, but more on those later.
Amber diceless is actually a diceless rpg. It does not use any other randomiser or bidding system or other complicated resolution system, either. Characters have attributes and they are compared. In a fair fight, the higher attribute wins. In practice, what the play is about is not having a fair fight. This can be accomplished by manipulating the fiction and using certain mechanical powers, more on which later.
For reference: The game was published in 1991 and was designed by Erick Wujcik. One interested in its design philosophy could do worse than read Wujcik’s article on diceless roleplaying. The articles is short and though it is hosted on the Forge, there’s never any GNS mentioned. Really.
I do also intend this article to mark the rebirth of my humble blog. Let us see how it goes.