There is one true city on one true world, and it is called Amber. Founded by Oberon and ruled by his family, Amber stands where the slope of Mount Kolvir sweeps to the sea, on the edge of the Forest of Arden. It has stood since time immemorial, and it will remain eternal. Reflected from Amber is infinite Shadow, where all possible worlds can be found and created.
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I'm grateful to all of the following folks. Kevin Siembieda, best of friends, I owe him most of all. Thanks to the early Amber players.
They made the game come alive. To Daniel F. First, last, and always, thanks to Roger Zelazny. He created Amber. Then he found something in my sketchy outline to believe in. His vote of faith put the game in your hand. Membership information can be obtained by calling , or writing to Member Service Center, East 30th Street, P. Box , Indianapolis, IN The Chronicles of Amber are also available in audio book form, read by Roger Zelazny, complete with sound effects and a musical score.
Thinking of writing to Phage Press? Please do! We love getting mail. Especially mail with large checks in them, but any kind of mail will do. If you write to us we will put you on our mailing list so that you may receive notice of our upcoming books, information about Amberzine, the magazine devoted to Amber Role-Playing, and about the yearly since ! Ambercon role-playing convention.
Plus details on T-Shirts and other neat things. We are very, very, very good at responding to our mail. We pride ourselves upon it. We are, however, weak in two very human ways. First, we are sometimes slow. Sometimes we are slow because a piece of mail loses itself in a stack of the wrong stuff.
We are also slow when we receive letters filled with intelligent, perceptive and insightful questions.
Then we have to actually think about how we might respond. Large numbers of intelligent, perceptive and insightful questions in a single letter cause us great consternation, and send us into such flurries of concentration as takes us near forever to actually respond. If there were but one intelligent, perceptive and etc. Another weakness we have is that we are customers of a rather large organization, the Post Office.
This institution is known for it's amazing timeliness and accuracy. Most of our mail is delivered promptly, accurately, and with great pleasantness. However, we daily return to our Postmistress items destined for other parties. Sometimes an item appears in the wrong zip code area, or the zip is right but the person is one unknown to us. Wfi also recieve the occasional letter intended for Nigeria.
Upon these occasions we wonder if somewhere, some lonesome piece of mail intended for us, has found itself elsewhere in Nigeria? And so, if you have not heard from us in some unreasonable length of time, please try again.
Thank you. Phage Press P. Introduction Page 7 Primal Pattern, but each is unique, each warped in its own special way by the distant fluctuations of Chaos. Surrounding Primal Pattern is a region of great power.
And, following those apocalyptic days, it came to pass that "'What would another generation have been like? I have no idea. That's where you come in, the players and Game Masters Oberon had sons and daughters, each of whom had a of Amber. If there is one thing that we all have in common, all measure of their father's power. In each was born the power to who would use this book, it's trying to answer that question, walk the Pattern.
Having walked the Pattern they can generation, playing a character whose parents are as powerful move through the Shadow universes, and shape Shadow itself, as gods, a character who is inheriting those powers in full to their own ends.
Theirs is the power of life and death, measure. For Game Masters, it is the challenge of unfolding creation and destruction. And then the children of Oberon bickered and fought The next generation of Amber Was it because they were children of a rebel's child? Or In the beginning there was nothing at all. We'll probably never know. A spinning, complex maelstrom of They plotted against each other, and change, Primal Chaos.
Pure destruction, against their father. And one of them pure fury, the essence of change. There was something new even dreamed of remaking the universe.
At the fringes of Chaos, where it That evil, or insane, brother in the air, the ground, the sty. This interacts with the great Abyss, the calculated that the Primal Pattern could was a new place, ft.
He predicted that blood, the are small regions of habitability. Shards Pattern. With the I suddenCy realized that I Into these primal fragments of original Pattern gone, it would be reality came life, and then sentient life. Courts of Chaos, and they learned to Suffice to say, the evil brother did not was somehow responsible for it. They the threatening forces of Chaos were The Courts of Chaos beaten back.
And I communicate between worlds. Not then, not now, not ever! For me, the They are the Lords of Chaos, they were the masters of the designer of this system of role-playing, Amber is alive, and universe. Were, until, for some unknown reason, one of their Why can't we go back to Amber, again and again, to make number rebelled against them.
He is named Dworkin. Why not? There are an infinite number Dworkin somehow found, forged, or stole a very special of Shadows yet to be explored. Each eternal Prince or Princess, artifact.
A device of unknown properties called the Jewel of must surely have daughters and sons. Why not role-play one Judgement. With the blessing of the mythical Unicorn, against the Starting in Amber became a place where players violent raging of his elders, Dworkin remade the universe.
He burst out with enthusiasm, as their characters came to life, inscribed a force that opposed Chaos. Other Game Masters picked up the torch, and the rolePrimal Pattern. The Pattern was an imposition of a different kind of power Now, gentle players, and cunning Game Masters, Amber onto the universe.
Where all is fluid and changing near Primal is no longer a private domain. What gave birth in Roger's Chaos, order and stability dwell in Pattern realms. Throw open the gates of Amber! Each a possibility, a different mirror image. Each Let the role-play begin Shadow, an entire physical universe, is a reflection of the. Page 8 Introduction to Role-playing getting into his head. What would Farley be doing? He could be anywhere, and he could be doing anything. It's up to you, the player, to make that decision.
Let's say, just to keep things moving, that you decide that Farley will be here on Earth, which Amberites call Shadow Earth, visiting Los Angeles, and studying to be a movie director.
When the GM asks for a more specific place, say on a Wednesday afternoon, you decide that Farley is working part-time on a studio back lot, helping film a famous Television sitcom. The GM gets different starting points for each of the players, most of whom are scattered all over the place. One character is in Amber, another out in the Courts of Chaos, and the rest in Shadows where they're either learning something, fighting something, or just having a good time.
Role-Play Time! Where would you be standing? Finally the Game Master is satisfied with your explanations, and tells you, "Suddenly, one of the back doors bangs open, and you see silhouetted against the bright California sun, a large winged figure!
It flies up and into the studio. It's no bird, even though it has huge feathered wings, and the body has a human shape, possibly female. What are you doing? Gather information, grab for a weapon, get out a Trump, run, or whatever. From this point on, you tell the Game Master what you're doing, the Game Master tells you the results, and so it goes
Amber Diceless RPG
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.
Amber Diceless Roleplaying Game
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!
Things I learnt from Amber Diceless Roleplaying
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