Ambercon and BreakoutCon are approaching, and that means I am thinking about role-playing games again. I'm not going to run anything at either con, because last year I was feeling burned out and ended up running a pretty terrible game. So I think I need a year off to refresh, and maybe a more practice than running once a year.
Still, I have come up with an idea to run at some point for Amber, though I don't want to use the ADRPG rules.
The basic idea is that there are 3-5 time periods. Each player has an Amberite on Earth in each timeline. They don't have to be the same one. Depending on how long the play session is, you go through each time period and work out a basic arc that builds to a larger arc (which is admittedly a hell of a trick for the GM). Ideally, you do the eras out of order, though it will probably work best if the conclusive resolution happens relatively late in the timeline.
I'd want to do this in something like Fate, both so that each era's character sheet is a set of simple Aspects, and so that we can throw Aspects around for things that cross timelines, like "Betrayed Corwin in 1943" or "Injured seriously some time before 1986". We can stick these Aspects on characters whenever something comes up that impacts a PC in another era, and either invoking or compelling it encourages everyone to work on a complicated interplay between timelines.
The flaw for me running this game, of course, is that I haven't actually played Fate at all, and I'd need to work out a lightweight Fate adaptation of Amber (make all the Powers skills, maybe, along with Psyche and fighting skills?) I should probably playtest something like that before subjecting folks to it at a con. I'll be in a couple Fate games at Breakoutcon, so that may help.
Also, I may want to actually come up with a plot? I'm less good at that part, which is how my games keep falling apart.
Still, I have come up with an idea to run at some point for Amber, though I don't want to use the ADRPG rules.
The basic idea is that there are 3-5 time periods. Each player has an Amberite on Earth in each timeline. They don't have to be the same one. Depending on how long the play session is, you go through each time period and work out a basic arc that builds to a larger arc (which is admittedly a hell of a trick for the GM). Ideally, you do the eras out of order, though it will probably work best if the conclusive resolution happens relatively late in the timeline.
I'd want to do this in something like Fate, both so that each era's character sheet is a set of simple Aspects, and so that we can throw Aspects around for things that cross timelines, like "Betrayed Corwin in 1943" or "Injured seriously some time before 1986". We can stick these Aspects on characters whenever something comes up that impacts a PC in another era, and either invoking or compelling it encourages everyone to work on a complicated interplay between timelines.
The flaw for me running this game, of course, is that I haven't actually played Fate at all, and I'd need to work out a lightweight Fate adaptation of Amber (make all the Powers skills, maybe, along with Psyche and fighting skills?) I should probably playtest something like that before subjecting folks to it at a con. I'll be in a couple Fate games at Breakoutcon, so that may help.
Also, I may want to actually come up with a plot? I'm less good at that part, which is how my games keep falling apart.
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