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Under no circumstances should anyone actually play Amber Diceless. Not in this day and age.
Posted By: GeekGirlsRuleMe: "Let's see, he's blindfolded, handcuffed to a chair and his knees are broken. I attack!"
GM: "His warfare's higher. He kicks your ass."
Me: "Aaaaaagghhhh!!"
Where x = Conflict result, and n = GM's name, x = "n decides."
Posted By: Eero TuovinenPerhaps I should get the game text itself and read it through, it might explain to me what the GM was trying to do.
Posted By: Levi KornelsenWhich is almost all in theexamples and advice.
Posted By: Mark W But in play, it's never been anything but a total disaster.
Posted By: Levi KornelsenI had one of these games that suffered from what Mark called the sandbox explosion. Everyone playing had read both rules and fiction. We were all familiar with the system and veteran to gaming in general. You didn't really have to show us how to play.
A couple of quick (and potentially bizzare-sounding) question:
In these disasters, had everyone at the table actually read the book?
Was the group relying on the prescence and properties of the rules to "show people how to play" (which is a good indie attitude, but a terrible approach to Amber)?
Posted By: ValamirThe coolest bit of the actual mechanics (and it was super cool and well worth the price of the book to have seen it) was the auctioning of attributes to establish the relative power ranking among the PCs. But after that there really wasn't much there.YES. Why hasn't any other game done this?
Posted By: Bret GillanPosted By: ValamirThe coolest bit of the actual mechanics (and it was super cool and well worth the price of the book to have seen it) was the auctioning of attributes to establish the relative power ranking among the PCs. But after that there really wasn't much there.YES. Why hasn't any other game done this?
Posted By: Bret GillanAnd then our characters kind of all went off and did their own thing and eventually the game collapsed from GM frustration at not really knowing how to run the game.
I've had a similar thing happen with games of Nobilis that I've run.
I think the lessons you can learn from playing Amber are available inside of other games that are also fun.
Posted By: MarhaultAnytime I wanted to frame a PC into a conflict that is not with another PC (or to a lesser extent, pre-statted NPC) I had to decide whether the PC would win, lose, or draw.FWIW, that's only the case if you define "conflict" as "sword-fight, wrestling match, marathon or magical duel."
Posted By: GeekGirlsRuleAlthough, every game's got to have That Guy. Whether it's Amber or DnD, the one who decides they have to go do their thing regardless of what the rest of you are doing, or what was agreed to.Well... there's wasn't really a guy who was That Guy. We were all off doing our own things. Was there supposed to be something we agreed to do? It's been a long time and I may still have the books around here somewhere.
Posted By: TonyLBIf you frame a PC into a conflict where (say) the stakes are "Do I convince this other PC not to trust this scheming bitch?" then you're equally unsupported by system, but nobody's calling on the GM to adjudicate.
Posted By: Mark WMy experience has been that there is literally NO WAY to resolve situations like that, because the consequences of giving in those sorts of conflicts can be huge (and often unknown).I somehow don't think we're talking about the same notion here ... because in many cases dodging these is just outright impossible. Example:
Posted By: Mark WOh, and to answer Levi's question from above: In the majority of ADRPG games I've played, textual knowledge (and textual reliance), for both novels and ADRPG rules, varied all the way from "eats, sleeps, and breathes this stuff" to "so, what are we playing? Okay. Just tell me what to do." I have not seen a whole lot of consistency, although I will say that the most "difficult" players - as in the ones who dominated play ruthlessly - tended to be those most engaged with the rules text (who seemed mostly to be very hypercompetitive types in general) OR the dedicated hardcore geeks (who could talk circles around everybody when it came to positioning), while the people who vanished off into the weeds or got stomped repeatedly tended to be the ones who were mostly interested in exploration of the setting/situation/characters/etc.
The people who I've known personally who really love ADRPG mostly seem to be either aggressive competitors who like outwitting/outselling/outmaneuvering other players, or introspective immersive players who don't really care about anything other than their own Shadow/pet project/personal subplot.
Posted By: TonyLBThis game, more than (almost) any I've seen supports talking about other people: to their face, behind their back, eulogizing them, praising them, pitching them as prospects for the throne, using them as bogeymen to scare your rivals ... and so on, ad infinitum.
[The setting and culture of play surrounding t]his game, more than (almost) any I've seen supports talking about other people: to their face, behind their back, eulogizing them, praising them, pitching them as prospects for the throne, using them as bogeymen to scare your rivals ... and so on, ad infinitum.
Posted By: TonyLBFWIW, that's only the case if you define "conflict" as "sword-fight, wrestling match, marathon or magical duel."
If you frame a PC into a conflict where (say) the stakes are "Do I convince this other PC not to trust this scheming bitch?" then you're equally unsupported by system, but nobody's calling on the GM to adjudicate.
Posted By: Marshall BurnsIt sounds like all this game needs is a clear-cut mechanic for converting Positioning into Effectiveness.
Possibly via the expenditure of a resource. Like, when you handcuffed the guy, you spend a chip, and now those handcuffs add 1 to the Effective value of whatever. The effect lasts for, say, a scene, unless you spend another chip, and it lasts for some longer duration of time.
But I've never read or played it. The above is just a random thought.
Posted By: Levi KornelsenThe two big things I got, which I'm not seeing in your example, were...
(1) The things that you do which aren't intended to or expected to interact with the stuff of other PCs? Those things don't matter. They happen, yes. And they are to be handled quickly, beacuse they are not the best bits.
(2) Our characters will have tension and mistrust, likely even conflict. The meat is there. As players, it is fun for us to dig into that tension, mistrust, and conflict - but if it'sall aboutbeating the other player for you, then all you're getting is the conflict; you're missing the juicy tension, which requires a fair degree of player cooperation, and is not served by you, player, being hypercompetive.
Posted By: MarhaultOkay. I'm not talking about mechanics. I'm talking about system.[The setting and culture of play surrounding t]his game, more than (almost) any I've seen supports talking about other people: to their face, behind their back, eulogizing them, praising them, pitching them as prospects for the throne, using them as bogeymen to scare your rivals ... and so on, ad infinitum.
I'm talking about mechanics here, and I don't see how those listed in the ADRPG book help you do any of that.
Posted By: Mark WAnd in my experience, most players prefer to resolve those situations either by not getting into them in the first place (becoming sufficiently strong not to ever need to negotiate or compromise, or just lying really low and sneaking around conflict); by simply filibustering (we end up with a 45-minute intractable, sullen "debate" between 2+ people, neither of whom will give an inch unless forced); or by force.I believe that is pretty much exactly what I covered under my "How to be miserable in ADRPG" section, above.
Posted By: TonyLB... you fear and distrust the members of your family, and the specific areas in which you are right to feel inferior to each and every one of them.
Posted By: Mark Wit only takes a little to poison the well.
Posted By: Levi KornelsenPosted By: Mark Wit only takes a little to poison the well.
This is universal to all games, in my experience.
Posted By: Mark W
Right. So why the hell should I ever, ever cooperate with them, be kind to them, deal with them in any way at all except from a position of unassailable strength. Especially when the prize is so big. I think that's the thing: you look at that situation, and see one thing. Other people will see something different.
Either that, or you look at that setup, and you say: "Screw this. I can go off and MAKE A WORLD that's whatever I want it to be, and be a superhero in it. Why the hell should I give a damn about stupid family drama - which I can't win at in any case?"
Posted By: Mark WEither that, or you look at that setup, and you say: "Screw this. I can go off and MAKE A WORLD that's whatever I want it to be, and be a superhero in it. Why the hell should I give a damn about stupid family drama - which I can't win at in any case?"Indeed. The central question of the game, IMHO. Different characters and stories can be created out of different answers (or sets of conflicting answers).
Posted By: Mark WYou know, I'm not saying that ADRPG always sucks or can't be played well. I just feel that it was (a) incredibly influential because it was effectively the first thing of its kind and (b) pretty lousy at clearly setting a functional premise for play - which is ab-so-frakkin-lutley necessary for low-structure freeformy types of play, in my experience. So it kind of sucks FOR ME, because I'd like to enjoy it, HAVE enjoyed other quasi-freeform play, and have had TERRIBLE experiences with ADRPG specifically.
Posted By: Mark WMost frustrating game I have ever encountered. I want to like it. I really do. But in play, it's never been anything but a total disaster. Established, long-time groups with either very well-synced-up pre-existing cultures of play or a strong social dominance hierarchy can play it well - or so I conclude from what I know of groups that have reported enjoying it. Any other formula seems to crash out in short order on issues of player skill, SiS disconnect, or just plain "sandbox explosion" - that phenomenon where everybody in a game ends up playing their own solo game that rarely intersects with anyone else's, except in violently destructive ways.
Posted By: TonyLBOkay. I'm not talking about mechanics. I'm talking about system.Uh, yeah. Fine. The Lumpley Principle rocks on toast. Could you please talk about how the rules given in the Amber Diceless Role-Playing Game help you achieve the backbiting, lying and betrayal that we all know is what makes a game in this setting cool? I mean, what do you get out of it that you couldn't get from say D20, or PACE, or a Sorcerer hack, or any number of other games? If you can't tell me that, all you're saying is that System Doesn't Matter, and we might as well stop now because we'll never see eye to eye. Somehow I don't think that's the case.
Posted By: MarhaultCould you please talk about how the rules given in the Amber Diceless Role-Playing Game help you achieve the backbiting, lying and betrayal that we all know is what makes a game in this setting cool? I mean, what do you get out of it that you couldn't get from say D20, or PACE, or a Sorcerer hack, or any number of other games? If you can't tell me that, all you're saying is that System Doesn't Matter, and we might as well stop now because we'll never see eye to eye. Somehow I don't think that's the case.
Posted By: TonyLBThe game says "Okay, your family are theonly real people, and your home is theonly real placein the entire universe ... so how you interact with them is the only thing that will ever, ever, make the slightest bit of difference to anything real ... now let's start by running an auction which will tell you exactly why you fear and distrust the members of your family, and the specific areas in which you are right to feel inferior to each and every one of them."That's how the rules given help you achieve the tense, conflicted atmosphere where trust is important but not easy. Sometimes that creates lying, backstabbing and betrayal ... and, equally, sometimes it can create really powerful stories of people building trust despite all of the difficulties.
Posted By: TonyLBThat's how the rules given help you achieve the tense, conflicted atmosphere where trust is important but not easy. Sometimes that creates lying, backstabbing and betrayal ... and, equally, sometimes it can create really powerful stories of people building trust despite all of the difficulties.
Posted By: MarhaultHey Bob, you seem to be understanding my issues for the most part. Scott, I'm glad you've rocked out with the game, but I bet you did most of the heavy lifting yourself with minimal help from the rules in the book. Are you two satisfied?.
As the GM, it is your call to decide whether being blinded, handcuffed and kneebroken is enough to allow a 3rd rank character to overcome a 1st rank character. Is that enough? Okay, what about just handcuffed? What about the sun is in your eyes? If it's my call, it's GM Fiat.
Posted By: TonyLBIt's about family.Heh. That perfectly illuminates the player disconnect I've run into. I would say that most of the players I've played the game with share that particular delusion. ADRPG is an opportunity for them to act out their own fantasies of Machiavellian (or Randian) autarky.
I think "politics" is the character's collective delusion. "Yes, yes, we're acting like Machiavelli and Genghis Khan and notat alllike your annoying Aunt Irene who ruinsevery single Thanksgivingby getting into the same argument with Aunt Lois about that thing that happened a bazillion years ago."
So what I mean by social, in this context, is trying to get along with these people who you can't avoid, whose opinionsshouldn'tmatter to you, but do.
Posted By: TonyLBIt's about family.
I think "politics" is the character's collective delusion. "Yes, yes, we're acting like Machiavelli and Genghis Khan and notat alllike your annoying Aunt Irene who ruinsevery single Thanksgivingby getting into the same argument with Aunt Lois about that thing that happened a bazillion years ago."
So what I mean by social, in this context, is trying to get along with these people who you can't avoid, whose opinionsshouldn'tmatter to you, but do.
Posted By: TonyLBI'm actually on the other side of this whole "GM-Fiat/GM-Discretion" setup ... I think that, as anaction game, Amber is a massive failure.Not, let me point out, because it does a disservice to the players ... but rather because it does a disservice to the GM. Conflict mechanics are meant to be there so that the GM isn'trequiredto make these kinds of choices when the stakes are high. It's tiring and (in the long run) frustrating.
Posted By: TonyLBBut, like I said, I think that the setting, structure and most of the text itself slant heavily toward a social game with adventure flavor, rather than an adventure game with social flavor.