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Posted By: neelkMake a Lexicon for your setting. There is no way to avoid building off of each other's ideas. :-)
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).
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.
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?
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.
Posted By: Robert AhrensEverybody brainstormRobert: 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."
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
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.
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