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    • CommentAuthorTonyLB
    • CommentTimeFeb 25th 2007
     # 1
    So I've run Amber ... heh ... many times. Enough that I'd be embarrassed to count up, and that it might be a futile exercise anyway. The individual games have disintegrated into a sort of rough hummus of accumulated experience.

    Then I took a break from it, and coming back I notice things. The very first thing I notice is that the game system says "You have the freedom to create any character, from anywhere, ever! Make the world from which he comes, and all of his supporting NPCs. The power is finally in your hands."

    God, I find that unhelpful. And, from the evidence of people I've played with, they find it unhelpful too. They immediately latch on to the few things that are rigidly defined in the setting, and build from there. Who is your character's parent? Which of the elder Amberites do they know, and what are their relationships with them? Where do they stand relative to Amber, the Pattern, the Courts of Chaos, and so on?

    Now ... potentially ... the freedom to create anything includes the freedom to create rigid anchor points that the other players can latch on to, as starting points for their own characters. But in practice, I find that people look to the GM to do that, no matter how much the GM asks them to do it themselves.

    Is there any way to sell this? Could you, for instance, limit people's right to define those anchors, so that they value the opportunity and therefore sieze it? If you say "Each of you may define one setting element that will be important to everyone ... anything else that you define from there on in will only be as important to other people as they choose to make it in play," will that be a spur to creativity, or will it just add performance pressure to the blank page syndrome?

    How do I become one contributor among many, rather than a herder of cats?
    • CommentAuthorArref
    • CommentTimeFeb 25th 2007
     # 2
    Well, your suggestion sounds pretty good. Nothing makes a thing precious like rarity.

    Just today (are there any coincidences in Amber genre? The rules say no!) I was outlining a start method for one con slot that tries to define 'stick' between characters, dynamic of relationships, history, advantage, setting and doesn't rely on GM dictating expectations.

    Contributor among many is a good place to start.
    •  
      CommentAuthorAndy
    • CommentTimeFeb 25th 2007
     # 3
    Yeah, I've seen the same thing happen in, interestingly enough, a lot of small press games. Everything from Dogs int he Vineyard to Unknown Armis to anything with a freeform component. I bring out a game, say Dogs, and say "Hey, take any ability you want!" And the players will sort of look at me with a blank stare. Eventually, just like I see happen at Con games and the like, the GM will say, "Yeah, you can take anything you want. Here's some examples" (and they'll rattle off a number of examples from characters from the book, characters they've seen, etc). Eventually the players have an idea of the boundaries or just a feel for what else has come before, and start to play within those boundaries.

    A game that really gets this right is Spirit of the Century for Aspects: There's a page with a laundry-list of nothing but dozens of Aspects: Not for the players to pick from (though some will), but to show the range and depth of what can be used. Many players use aspects found on that list as an inspiration to create their own.

    So, that's all rules-based "Tyranny of Freedom". What it looks like in Amber we have the same thing, but for Setting. Saying "You can come from anywhere you want and have any kind of NPC followers you desire" is like SOTC's Aspects, but without examples. Creating them takes a long time, often accompanied by doubt and some stress.

    The best thing that could have been done to remedy that would to have provided three extra pages of examples, one actual play example per page, of an example player creating their world and NPCs (each of the three players creating a very different kind of shadow), to show how it's done and provide some inspiration to the reader. Perhaps another page which shows about a dozen one-sentence examples of Shaodws, a dozen relationships, a dozen different NPCs, a dozen different flavor elements.

    Basically, yeah, I've experienced the same thing all the time with my players. I've been in that position as well, where I'm not sure what I should be thinking of. The solution to this is always, Always, ALWAYS more examples, more sample text. Many designers don't use examples because they figure 1) Their players are smart enough to come up with X on their own, and 2) They don't want to "put limits" on the creativity of the players.

    ...after that, you can try making up fun stuff like "Tools to use to create a Shadow", or "roll or choose from this chart of NPCs and relationships", or something like the World Burner from Burning Empires, but the first, easiest, and most often ignored step is examples, lots of examples.

    -Andy
    • CommentAuthorpfstrack
    • CommentTimeFeb 25th 2007
     # 4
    Don't give your players absolute freedom. Put some limitations around what they create. Say:

    * All the PCs are from a collection of nearby parallels in which some Asian nation has become the dominant world power.

    * All the PCs are children of a single elder Amberite who has been secretly grooming them for some kind of military push, so your world would have taught you some ability that would make you useful in that respect.

    Given them a baseline to be creative off of and it should be a lot easier for them than working from scratch. I use that trick on my own players all the time.
    • CommentAuthorTonyLB
    • CommentTimeFeb 26th 2007
     # 5
    Paul: Well, yeah, I could do that, but then it's me defining all the anchors and limitations. What I'm hoping is that people have some advice on how I can encourage/empower the players to define some of those anchors and limitations.
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 26th 2007
     # 6
    Start with the player to the GM's left. That player says something about their character's background (world, upbringing, whatever.) Then turn to the next player. That player has to say something about their character's background that ties in with the first player. Then keep going. Everyone has to say something about their character's background which ties into someone's previous statement. Now start with the second player to your left. He says something which doesn't have to tie into anything. Go around from there.

    Continue until all players have had their one base thing.

    yrs--
    --Ben
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 26th 2007
     # 7
    Also, kill puppies for satan style, you can have default relationships if you can't thing of anything. "Okay, so you guys both met when you were out in porno shadows getting your pimply asses laid as teenagers."

    yrs--
    --Ben
    • CommentAuthorneelk
    • CommentTimeFeb 26th 2007
     # 8
    Make a Lexicon for your setting. There is no way to avoid building off of each other's ideas. :-)
    • CommentAuthorArref
    • CommentTimeFeb 26th 2007 edited
     # 9
    Posted By: neelkMake a Lexicon for your setting. There is no way to avoid building off of each other's ideas. :-)

    That's a good one. I've seen wikis help an Amber game a great deal.
    •  
      CommentAuthorjhkim
    • CommentTimeFeb 26th 2007 edited
     # 10
    I briefly talked about the start of our Amber campaign in a LJ post from a few months ago, Three New Campaigns:
    We held off any email debate, and instead came to the first session to brainstorm in person what the campaign should be. We went around a few times, but then eventually came up with one we were all happy with. We start in a Shadow similar to Earth, but in 1946 of an alternate history where the Nazis conquered England due to American hold-off and also rumored help from mystic artifacts. Our characters are all members of the resistance in England and unknowing Amberites (perhaps arranged to be together by some elder).

    So we all sat around as a group and brainstormed our setting, which then became the limitations on our character concept. I forget exactly what restrictions Madeline made at the start of brainstorming, but it was a lot broader than the concept we had.

    Edited to add: We did have a Campaign Wiki, but we didn't use it to generate much background. That all pretty much happened in person.
    • CommentAuthorpfstrack
    • CommentTimeFeb 27th 2007
     # 11
    Posted By: TonyLBPaul: Well, yeah, I could do that, but then it'smedefining all the anchors and limitations. What I'm hoping is that people have some advice on how I can encourage/empower theplayersto define some of those anchors and limitations.


    Have the players brainstorm the limits as a group, then get into details as individuals. For example, in a superhero RPG I played in 8 months or so ago, I suggested, as a player, that we all make heroes that were children of supervillains as a unifying them. The group hashed it out until they had something to work with, then went off and made characters separately.

    Also, as jhkim suggested, this can evolve naturally if you brainstorm the setting in general. It doesn't really matter where the limit comes from, so long as you don't have absolute freedom and crippling pressure on your creativity.
    • CommentAuthorDannyK
    • CommentTimeFeb 27th 2007
     # 12
    Posted By: TonyLB
    Is there any way to sell this? Could you, for instance,limitpeople's right to define those anchors, so that they value the opportunity and therefore sieze it? If you say "Each of you may defineonesetting element that will be important to everyone ... anything else that you define from there on in will only be as important to other people as they choose to make it in play," will that be a spur to creativity, or will it just addperformance pressureto the blank page syndrome?

    How do I become one contributor among many, rather than a herder of cats?


    I'm doing a playtest of Through the Ansible right now on RPG.Net where each player creates a character, and then also provides two "keywords" that go into the limited pool of keywords that we're all supposed to draw from when making our posts. We're just figuring out what those keywords mean, and I suspect the first few posts will cause a big crystallization of our ideas about the setting. That's what happens when I play Lexicon, anyway.

    I think you asking for the impossible to some extent, though. If you-the-Amber-GM want to be one participant among many, then you need a group of eager willing Amber players who have already internalized a common set of assumptions about Amber's setting and rules. I think radically distributed authority will work for agame like Prime Time Adventures, where the setting really is totally wide open; not so much for Amber, where the rules are based on a very specific setting and where, I suspect, you're looking for a specific style of play.
    • CommentAuthorTonyLB
    • CommentTimeFeb 27th 2007
     # 13
    DannyK: This is me blinking in confusion. Amber is too limited (in terms of its setting) to allow players to create important elements? How is that?
    • CommentAuthorDoug Ruff
    • CommentTimeFeb 28th 2007
     # 14
    Tony,

    Perhaps becasue elements from the shadows outside Amber are not important? I don't mean just to the Amberites themselves, to the players. I think you've nailed this already in your PbP - the whole purpose of the Shadows is to act as a mirror (or a key) to the personalities of the Amberites themselves.

    Going back to your OP:

    "God, I find that unhelpful. And, from the evidence of people I've played with, they find it unhelpful too. They immediately latch on to the few things that are rigidly defined in the setting, and build from there. Who is your character's parent? Which of the elder Amberites do they know, and what are their relationships with them? Where do they stand relative to Amber, the Pattern, the Courts of Chaos, and so on?"

    I see this as a good thing. I'm playing in a game that outpowers Exalted - I can stunt an entire fucking planet - and more! - if I need to, and no one is going to blink at it. (Oh yeah, thanks for that.)

    This means that the main positioning (mechanical and story) is going to be around the characters and their relationships, and where their interests collide. I think this is why the anchors have to involve people instead of places.

    Now if the issue is that people aren't able or willing to stunt those planets or explore the shadows in detail, that's more interesting. Care to comment?
    • CommentAuthorArref
    • CommentTimeFeb 28th 2007
     # 15
    I do think you can create Places that matter to Relationships.
    You can get kicked out of the same university that Random did, and thereby piss off your mother.
    You can get accredited at the same hospital where Brand did his studies of mental illness, and thereby have things to say to one of your redhead cousins who never knew Brand.

    These things are Very Helpful for sticking to other characters.
    • CommentAuthorTonyLB
    • CommentTimeFeb 28th 2007
     # 16
    See, now why didn't I think of that? If you make the landmarks landmarks because somebody else was already there then the places become worth exploring in order to understand that other person and position yourself relative to them.

    If there's a secret society of drunkards and buffoons at Paramount University, as well as a special back room of the local bar that is set aside only for their use, then that's worth knowing ... either because it's Random's old stomping grounds or because it's the club he wasn't allowed into.

    If there's a defunct and dusty wing of experimental surgery theaters in the locked lower sub-basements of Trinity General then that becomes interesting because you wonder what Brand had to do with it.

    That's a nice technique, there.
    • CommentAuthorArref
    • CommentTimeFeb 28th 2007 edited
     # 17
    Thanks.

    It's also canon as understood by the Amber community through Zelazny. More time spent in shadow places makes them more Real, more interesting.
    This binds back to your idea about shared anchors (or 'gravity wells' as it is usually considered on the AML.)

    You do want to be careful not to slide into "any cool place has already been explored." As that reinforces the "Elders are more awesome than you will ever be" slippery slope. But the technique definitely helps relationship mapping.
    • CommentAuthorTonyLB
    • CommentTimeFeb 28th 2007
     # 18
    Posted By: ArrefIt's also canon as understood by the Amber community through Zelazny. More time spent in shadow places makes them more Real, more interesting.
    Yes ... I'd just filed that away in terms of how it made places that the players chose to explore more interesting, without paying enough attention to the ways that it can make the history of a place into the history of your family's involvement in the place. I had extended the notion forward into the future, but not backward into the past.
    •  
      CommentAuthorVaxalon
    • CommentTimeFeb 28th 2007
     # 19
    I think this points to the importance of the questionnaire in character creation. If you put locations in the questionnaire (Where do you like to hang out when you're not in Amber? Where did you get your education?) then you can start with a set of important locations.
  1.  # 20
    Yeah. HQ avoids the problem for creating a setting location by using structure like a questionaire. That structure being shown in the examples, as has been pointed out.

    But I think that Tony is trying to get away from such a structure? No? The idea is to have maximal freedom, but to encourage people with regards to it, despite the "tyranny" factor? Or am I over-reading.

    Mike
    •  
      CommentAuthorVaxalon
    • CommentTimeFeb 28th 2007
     # 21
    To boil down what Tony is saying, he's asking "How do I get the players to create things to which their characters can be connected? All they seem to want to do is connect to things that already exist."

    And the answer I'm giving is, well... ask them to, in the questionnaire.
    • CommentAuthorTonyLB
    • CommentTimeFeb 28th 2007
     # 22
    Fred: That's not what I'm saying.

    I am saying that (a) constraints are good, (b) the freedom to create without limits includes the freedom to create constraints not just for yourself but for everyone and (c) I'd like to encourage players to do this.

    It's not about creating Binky, the pet dragon, to whom your character personally is deeply attached. I couldn't care less about that aspect of things. It's about creating (for instance) a draconic empire that is in diplomatic negotiations with Amber, and making that a point that the rest of the players must play their character in reference to. What do you think of alliance with the draconic court? Is that a dragon-hide jacket you're wearing? Was your character touched in an inappropriate manner by a dragon when you were young?
  2.  # 23
    I ran Amber a lot in college. One of the disconnects we had was between the novels and the game: In the novels, Shadows are scary, unknown and kind of important. Avalon is a big deal, so is whatever place the Fount of Power is, our own Earth matters a lot, and so on. In the game ... not so much. When we sat down to plan our 3rd season (Senior year) of gaming one of the common goals was to give Shadow more respect.

    We did this by basically acknowledging what Jonathan Tweet later called the rule of Drama -- that Shadows would have stability, weight and power in play in direct proportion to how much we the players knew about them. I don't think that at the time we boiled it down to quite so clear a formulation, but that was basically how we addressed the problem.

    All of which brings me to say: I think part of the "blank canvas/too limited" discussion above exists in the context that, yes, you can define all these cool shadows and widgets and so on but in a lot of Amber games the stuff you make has all the resilience of tissue paper. So people tend to focus on Amber, Chaos, devious relatives and objects of power because those are the only things deemed "real" enough to have any staying power, and therefore the only things worth putting creative energy into developing.

    I guess my biggest advice would be to talk with players about how "real"/"important" you want Shadow to be. Then I would allow each player to propose one Shadow which is going to be important to the game. Brainstorm the shadows and flesh them out a bit. I'd do this even before doing chargen. You could even take a leaf out of Shock: and assign a different player to be the "content boss" for each Shadow.

    Just coming up with N shadows before play starts seems like it will go a long way towards colouring your game for you. Suddenly you don't have infinite tepid worlds to play in. You have (N + 2) (the +2 being Amber and the Courts, natch) worlds, each of which has a distinct character and flavour to it. PCs can then definte themselves in relation to these "core" worlds, either as residents or as outsiders who've never been near any of them. Even the outsiders will actually have something to be outside of -- which is helpful in and of itself.

    Anyway. That's how I'd do it.

    If you're stuck for inspiration, bring along a deck of Everway cards, or a compendium of fantasy art or something like that and have people flip through looking for images they like and then spin stuff out from those images.

    Cheers,

    R.
    •  
      CommentAuthorVaxalon
    • CommentTimeFeb 28th 2007
     # 24
    Hm.

    Regardless of the question, the answer still seems to be "Ask them to."
  3.  # 25
    I doesn't have to be Shadows, of course. I picked Shadows in my post above because they tied in to my personal history with Amber, and they are a natural "bundling" of setting content which is pretty easily understood.

    Other "bundles" that players could create could include:

    A major political faction -- in Amber, Shadow, the Courts or all three
    A single major NPC
    A threat to All That Is that will be dominant during at least part of the campaign

    I also would use a methodology of

    Everybody brainstorm
    Each player settle on one element they are creating
    Everybody give their input to each element
    Each player pick an element to be their thing to manage and make some editorial decisions about it
    Begin regular chargen

    I find that in practice it only takes a little bit of structure to get people creating. But having something to push against, or some sense of "what are we doing now?" really does help get people moving.

    Cheers,

    R.
    • CommentAuthorTonyLB
    • CommentTimeFeb 28th 2007
     # 26
    Posted By: Robert AhrensEverybody brainstorm
    Each player settle on one element they are creating
    Everybody give their input to each element
    Each player pick an element to be their thing to manage and make some editorial decisions about it
    Begin regular chargen
    Robert: I have this sneaking suspicion that there is a hidden step between your last two there ... something like "Each player defines their character, in part, by taking an important stance relative to each element the other players have created."

    It's the presence of that step later that gets people thinking about cool, story-driving elements way back at step #1 ("Settle on one element they are creating").

    Does that sound right to you?
    • CommentAuthorDannyK
    • CommentTimeFeb 28th 2007
     # 27
    Posted By: Robert Ahrens
    All of which brings me to say: I think part of the "blank canvas/too limited" discussion above exists in the context that, yes, you can define all these cool shadows and widgets and so onbut in a lot of Amber games the stuff you make has all the resilience of tissue paper. So people tend to focus on Amber, Chaos, devious relatives and objects of power because those are the only things deemed "real" enough to have any staying power, and therefore the only things worth putting creative energy into developing.


    Robert said what I was trying to express. Thank you Robert. Good post.

    Speaking to your example, Tony, there's no handy way to distinguish between "Binky the pet dragon" (i.e., color) and "the Draconic Empire" (thematic, plot-driving stuff) with the tools the Amber DRPG gives you. You either need to have a separate mechanism worked out, like questionnaires, or, as I was saying, you need a well-trained group of storygamers who will cleverly take each other's creations and build on them to create meaning. Either way, there's some kind of underlying structure that helps us make distinctions.
    • CommentAuthorTonyLB
    • CommentTimeFeb 28th 2007
     # 28
    Danny: There isn't a way to flag such a piece of fiction, but I think you can absolutely tell the difference between Binky and the Empire of Scales, in any gaming system, once play commences. The difference is "Do players (other than the player who created it) orient their characters relative to this piece of fiction?"

    If everybody has an opinion on Binky, and their opinions are meat for discussion and controversy then, as unlikely as it seems, Binky is a formative restriction of the game. Contrariwise, if nobody but the person who created the Empire of Scales plays their character with any opinion of the draconic warlords then it isn't structuring the game for the rest of the group.

    Absent the ability to flag the fiction (saying "Hey guys, Binky's supposed to be color, so don't orient around him ... the Empire is supposed to be a big deal, orient around that instead"), the players don't have much control over which of their creations land in one category, and which land in another.

    Which may mean that my original question (way up-thread) is cracked: Maybe the question is the (easier) one of saying "How do you encourage players to view the things that other people contribute as obligating them to respond?"
    •  
      CommentAuthorVaxalon
    • CommentTimeFeb 28th 2007
     # 29
    Reward them for doing so.

    Social: "Hey! Wow, you totally rolled Troy's Draconic Empire into that bit with Binky the Wonder Dragon. That was COOL."

    Mechanical: "And here's an extra character point for you for that great bit with Binky the Wonder Dragon and the dragon-skin cloak."

    Directly: "I think the game would be cooler if you folks can pay attention to the things other people contribute and see what you can do to orient on them."
    • CommentAuthorDoug Ruff
    • CommentTimeMar 1st 2007
     # 30
    (Disclaimer: I'm playing in Tony's Amber PbP, so this comment is a bit specific.)

    Tony: Why isn't there a way to "flag" fiction in a way that says "please respond to this"? For example, if I write "...Binky the Wonder Dragon..." I'm not flagging it. But if I write "..Binky The Wonder Dragon" then it's a polite request to respond to him. If I write "...Binky the Wonder Dragon..." then I'm also saying "hey look at Binky, he's really important!"

    This doesn't 100% obligate people to respond, nor does it exclude them from responding to other elements (which they could emphasise in their post) but it's a simple way of drawing attention to an element without adding OOC chat.
    • CommentAuthorTonyLB
    • CommentTimeMar 1st 2007
     # 31
    Hrm ... just using the styles of text? That's a thought.

    I'd like to point out that, in the specific context of that game, you provided me with a loverly example of what I was aiming for: Doug said "I think that pieces of the shadows around Amber should be rebelling against what they were before." We boiled that down to mostly being around Arden, and mostly being that the shadows are radically changing. And, once that was on the table, I immediately got more interested in figuring out my particular take on Julian, the NPC most specifically associated with Arden. I haven't figured out where he stands relative to these changes, but every single idea I have for him is more interesting than any idea I had before the constraint was given to me.