AMBER DICELESS ROLEPLAYING PDF

So how about I write just thousands and thousands of words about something I kind of like for a change. Amber Diceless Roleplaying trippy as fuck Writing about this game is hard, or at least writing about it the way I intend to will be. Start with the basics. Amber Diceless Roleplaying is called the first diceless rpg, diceless as in "no randomizer" rather than literally not having dice. It's not actually the first but no one really cares unless they're total nerds I am , but it's certainly the one that popularized the concept. It is inextricably bound up with a series of novels by one Roger Zelazny which are, in short, a noir-grounded tale shot through with classical literature references of a powerful near-immortal family duking it out over the rulership of all possible realities.

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What this means of course, is that the players have to trust their GM — in who final authority lies. Any group who has an antagonistic relationship will not have any fun. GM : You missed. He whips out his gun and shoots you. The game also requires — in my experience — GMs and players who have a bit of poetry and storytelling blood in their veins. Nor is Amber particularly good for those who play RPGs in an attempt to accurately simulate reality — reality is random, and dice introduce that element to the game.

The system is a good one for what it attempts to do — simulate the environment of the Chronicles of Amber by Roger Zelazny. Everything is based off of four attributes — Strength, Endurance, Warfare, and Psyche. Strength is a measure of both physical power and skill in unarmed combat. Endurance is a measure of how long a character can do things before collapsing. While for some situations this would seem to be a gross and inefficient generalization, for Amber characters it actually works perfectly.

During the first phase of character creation they bid, with the GM as auctioneer, for their ranks in the four attributes. Those who bid highest get 1st rank and the best ability. To get more points you can lower your attributes to Chaos rank points or Human rank points.

There is also an alternate system for simply spending points on the various attributes and skipping the auction — but the auction is actually quite a bit of fun, and, in fact, once again creates the feel of the Amber universe quite effectively. As Wujcik says, Amberites live so long they can be skilled in anything they like. How do you build a skill system to represent that? As long as its consistent with your character background, you can do anything like a pro.

So, besides attributes, what else can you spend points on? Everything from both the first and second series of books, plus a few extra things. And the system for resolving actions? What about when two characters go head-to-head? Compare the attributes of the two characters in question. Little different? Big difference? Although I make light, the system is — in fact — extremely elegant.

The chosen attributes play off each other with amazing alacrity. Psychic attacks, of course, can always figure in as well — and since you need to be in physical contact to make those work, they balance with the other attributes as well.

Add in the powers and you have an exquisite interplay of elements which means that success is in more than just the numbers — the tactics you choose to employ become as crucial to your success as the size your attributes. First, despite the fact that the overall system is perfectly matched to its source material, some of the details fall flat.

The other problem, I think, actually springs from that freeform quality of the system. Only some of the specifics of the powers get more complicated. In addition to all this, the book also provides stats for all the main characters from the First Chronicles of Amber and a plethora of ideas for campaigns, plus a handful of more fully developed scenarios to put your players through.

The power system, like the central system, is well balanced and works perfectly — but it falls down in the adaptation department. Player: I punch him in the face! GM: You missed. No, Amber is designed solely for the storytellers. The game has two serious weaknesses, however, which mar its perfection:.

Thanks for reprinting the review. Name required. Mail will not be published required. Author PDF Edition. Player : I punch him in the face! The game has two serious weaknesses, however, which mar its perfection: First, despite the fact that the overall system is perfectly matched to its source material, some of the details fall flat. October 23rd, - pm. Tweets by hexcrawl. All rights reserved.

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Amber Diceless RPG

Amber Diceless Roleplaying is considered the granddaddy of diceless RPGs, even if it wasn't the first, and even if the mechanics were never re-used again. Really, I don't know why people think of Amber first when they think diceless; must be a marketing thing. The book is page after page about character generation, a chapter about setting, and like three sentences on conflict resolution. It's all based on Roger Zelazny's "Chronicles of Amber," where everyone is immortal and have reality-hoppng solipsist powers like the Post Bros. Everyone is also related to each other; your worst enemies are probably your aunts, uncles and parents, or maybe it only LOOKS like they're trying to kill you so that they can secretly help you when your REAL enemy tries to take you out The Amber family makes Eldrad and Creed look like amateurs because those guys have only had a single lifetime to learn how to be total dicks. No one actually runs the game as described in the book, but it has good GM advice, and the rules are often used as a foundation, to be tinkered with.

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Amber Diceless Roleplaying Game

What this means of course, is that the players have to trust their GM — in who final authority lies. Any group who has an antagonistic relationship will not have any fun. GM : You missed. He whips out his gun and shoots you. The game also requires — in my experience — GMs and players who have a bit of poetry and storytelling blood in their veins. Nor is Amber particularly good for those who play RPGs in an attempt to accurately simulate reality — reality is random, and dice introduce that element to the game.

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Things I learnt from Amber Diceless Roleplaying

Attribute Auction system where players bid against each other, creating a unique family of immortals! Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions, and where Shape Shifting lets characters sprout wings! A mature , demanding , and time-consuming system that puts character development above all else! Over pages of tips on role-playing style and technique with dozens of crystal-clear examples! These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

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The Amber Diceless Roleplaying Game is a role-playing game created and written by Erick Wujcik , set in the fictional universe created by author Roger Zelazny for his Chronicles of Amber. The game is unusual in that no dice are used in resolving conflicts or player actions; instead a simple diceless system of comparative ability, and narrative description of the action by the players and gamemaster , is used to determine how situations are resolved. Amber DRPG was created in the s, and is much more focused on relationships and roleplaying than most of the roleplaying games of that era. 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. Erick Wujcik offered to design an Amber role-playing game for West End Games , who agreed to look at his work. Wujcik intended to integrate the feel of the Amber 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.

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