To Say Nothing of the Storm Hound (ACN 2000, Slot 1) |
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That idiot Merlin has done what was supposed to be impossible: gone back in time and borrowed Grayswandir during the period the amnesiac Corwin wasn't using it. Now you've got to clean up his mess before the timeline is permanently disrupted.
A sequel of sorts to last year's "The Doomsday Jewel", but new players are welcome. Light-hearted action. Please have a good notion what (if anything) your character was doing during the first five chapters of Nine Princes in Amber. Shared World, 4-6 150 point characters. (Inspired by Connie Willis, obviously.)
Blaze of Glory 5 (ACN 2000, Slot 7) |
I swing across and become a blue whirlwind of fasionable death. -- Jean Phillippe |
Bleys's private shadow is a playground of swashbuckling adventure. But it also has hidden secrets. Now he needs his guard to race across the world to retrieve one of them. Players take the role of exceptional shadow dwellers. Newcomers and established BoG characters welcome. For more info and character creation rules, see http://ralf.org/~colomon/amber/bog.html.
PyrE |
If gateways of seeing were opened then we could see that everything always is, just as it always is, infinitely infinite. -- Kurt Elling |
It's the latest drug on the Amber scene, a popular high with some nasty side effects. Nobody knows where it's coming from, but you've been "volunteered" to find out.
The return of a long-lost sibling leads to a conflict with Oberon. An elders game.
Smuggling. Arden in winter. Plot yet to be determined. (This one will probably never happen; I have split the two notions into two separate games, Winter Wonderland and PyrE.)
A highly hypothetical game to be set in the Planes, Trains and Pirate Ships shadow, based on the movie the Great Race. Since I have yet to see the movie...
You've seen them all before. Something happens to the Pattern. Flora has a big party. Brand comes back. Gerard eats a lot. Now, get them all at once! Plus, if you act now, we'll throw in -- absolutely free -- Sod Boy!!!!
Perhaps it bears some thought.
A trilogy in the sense of KS Robinson's Orange County Trilogy, sharing ideas but not a continuous story. The plot of the second is very well-defined in my mind, the others less so. If you have any ideas, let me know.
The armies of Amber and Chaos are each poised on the brink the other's kingdom. Can you defuse the hair-trigger? Or survive the War to End ALL Wars? Crossover, six players, advanced powers probably won't do you much good.
Blaze of Glory 4 (ACUS 2000, Slot 5) |
We strap the glider on the nun and launch her. -- Eddie |
Bleys's private shadow is a playground of swashbuckling adventure. Now a mad inventor must be reined in before he tips the balance of player. Seeking six players to take the role of these exceptional shadow dwellers. Newcomers will create characters onsite; established BoG characters welcome. For more info and character creation rules, see http://ralf.org/~colomon/amber/bog.html.
Winter Wonderland (ACUS 2000, Slot 8) |
With the dreams of the world in the palm of your hand. -- Roger Taylor(?) |
It's winter in Amber, and you're bored. Surely the eternal realm offers something fun to do? Skiing on Kolvir? Hellhounds on ice? This game is completely player-driven, with no plot what-so-ever. You have been warned. Relax, roleplay, use your imagination, have fun.
Blaze of Glory: Three Fathoms Down (ACN '99, Slot 7) |
I've always thought I needed a better base. If anything of this island is left standing, I might have to take it over. -- Lorianne |
Bleys's private shadow is a playground of swashbuckling adventure. A ship carrying Bleys's favorite cigars is the latest in a series of mysterious disappearances of merchant ships. Are his elite guards up to the task of stopping the (presumed!) pirates and recovering the goods? Seeking six players to take the role of these exceptional shadow dwellers. Newcomers will create characters onsite; established BoG characters welcome. For more info and character creation rules, see http://ralf.org/~colomon/amber/bog.html.
The Doomsday Jewel (ACN '99, Slot 1) |
No man can draw Pattern with a yo-yo and stay sane. -- Anne Delekta |
A plague from the days of Patternrise has returned to threaten Amber. You've been volunteered to travel back in time and trace its origins. See the creation of the universe as we know it -- and try not to change history too badly. Shared World, 4-6 150 point characters. (Inspired by Connie Willis, obviously.)
Noramber (ACUS '99, Slot 4) |
More than one insect had shown them the horrors of singularity as if they were proud of themselves. -- Michael Moorcock |
Old North Amber is the richest planet of the millions ruled by the Lords of the Instrumentality. Now the power vacuum created by the disappearance of Emperor Oberon is threatened by Lord Brand, who has bought Old Earth and made a pact with forces from beyond human space. An Amber Space Opera, inspired by Cordwainer Smith's Instrumentality, with large dashes of Moorcock's Second Ether and Lucas's Star Wars. Six players to take the role of pregenerated Elders. For more info, see http://ralf.org/~colomon/amber/noramber.html.
Blaze of Glory: Two Weeks After (ACUS '99, Slot 5) |
I swing across and become a blue whirlwind of fasionable death. -- Jean Phillippe |
Bleys's private shadow is a playground of swashbuckling adventure. Now revolution threatens a loyal ally, and a handful of the Elite Guard must covertly intervene. Seeking six players to take the role of these exceptional shadow dwellers. Characters created onsite. Newcomers and participants in the previous BoG adventure both welcome. For more info and character creation rules, see http://ralf.org/~colomon/amber/bog.html.
Party Like It's 1999 (ACUS '99, Slot 7) |
What is life but a series of inspired follies? The difficulty is to find them to do. Never lose a chance: it doesn't come every day. --Shaw |
King Random's throwing a party in Texorami, and you're invited. This game is completely player-driven, with no plot what-so-ever. You have been warned. Show up, roleplay, use your imagination, have fun.
Big Trouble in Little Chaos (ACN '98, Slot 2) |
I have come here to chew bubble gum and kick ass, |
Chaostown. The most exotic district of Amber City. Trouble is brewing there, and you're about to be caught in the middle of it. Lighthearted action adventure in the tradition of John Carpenter.
Blaze of Glory (ACN '98, Slot 5) |
We are about to have the honor of charging you. |
A private shadow of planes, trains, pirate ships, and adventure is Bleys's favorite playground. Now the play has gotten a little rough, and he's been captured. It's up to his elite guard to swashbuckle across half a continent to rescue him. 6 players, pre-generated shadow characters.
I ran this again Sunday afternoon at ACE '98. This time, it was dinner with Random (hey, I make these things up as I go) followed by several hours of cross-shadow bar and party hopping. Perhaps a little less spectacular than the end of the first run, but better overall, I think. These things are so easy when you get great players...
Sarah Bear and I co-ran this Saturday morning at ACE '98. It actually opened immediately after the end of the book The Princess Bride and worked some nice Amber touches into the mix. It didn't go quite as well as we hoped, but overall it was fairly successful.
Held out on Shadow Earth, the premier of Corwin's new opera is the event of the year. And you're assigned to guard duty. Can you stop those who would kill Kings Random and Merlin at a single stroke? Or just keep Corwin from being terminally embarrassed? Shared world, six players, no advanced powers.
Run at ACUS '98. A lot of nice setup by the players, but the inter-party skullduggery I tried to set up failed miserably, and this ended up being a marginal game. Sigh.
Bleys has eluded the forces of King Corwin for a century. Perhaps with the help of strangers from elsewhere, he can overthrow the tyrant of Amber. Crossover, six players, advanced powers probably don't work.
Run at Ambercon North '97. It turned out to be a humorous game. Maybe I'll try to run it again sometime and keep it serious.
Bleys built it as a place where he could get away from it all, kick back, and swashbuckle. A week ago he took an important Golden Circle diplomat there for an afternoon of play, and an important treaty will go south if they don't get back soon. Role-playing and fun over problem solving.
Planes, Trains, and Pirate Ships ran at ACUS '97, and was reasonably successful.
Roland and Chorovius decided to celebrate the re-opening of the Green Griffin in a big way. Now they're missing, shadow is getting seriously messed up, and the party is raging out of control. A light-hearted game of cross-shadow environmental disaster.
This ran at ACN '96, and was, I fancy, fairly successful. (Again, having good players makes life really easy.)
Essentially Chris Bickford's classic no-plot Just a Day in Amber set specifically in Amber the city. It ran Sunday afternoon at ACUS '96. Dinner with Corwin, much hanky-panky, and a two-hour long chase scene. The end was spectacular, but that was none of my doing.
The premise was simple: you're Chaosites. The Pattern is gone. What do you do? Wreck Amber. When run at ACUS '96, it took the players a while to catch on (you mean nothing's going to stop us?) but when they did, the destruction was quite impressive.
The name (and plot) of the game was inspired by Chris Dentel. After playing two games at ACUS '93 where the elders and the Pattern were missing with his Chaosite character, he decided that if it happened again, he was trumping all his relatives back home and inviting them over.
I don't think a description survives for this one, which ran Sunday morning at ACUS '95. It started with a raid on Chaos, and ended in a nightclub in Amber. Despite an extremely rocky setup (players trickling in for about an hour, character sheets without useful information, etc.) it went well until I bungled the very last little bit. Doh!
Our story starts with a family get together one month after Patternfall War. Game will continue via mail between AmberCons. Pre-made 100 point characters. First contribution reuqired before game. Blood of Amber required. Charactrer's existance secret from most elders.
This one was Chris Dentel's baby. It ran one session at ACUS '95, and he hasn't been back to AmberCon since. (The game is fundamentally similar to Roland's universe.)
In the early days of ACUS, there were no booklets or game descriptions, or even game names, in this case. The organizers just slapped you in whatever they felt like. For ACUS '94 I thought I'd learned my lessons from the previous year, and this plot was relatively straightforward, with no set ending. The premise was simple: someone stole the Jewel of Judgment, and then took it to Castle Black to be auctioned to the highest bidder. (Wait -- that wasn't Castle Black -- it was the Green Griffin. Honest. One's green, the other's black. They have nothing in common.)
This game went really well, I felt, and so it even got a sequel, Something's On The Move.
Like the previous, this game never had a description. Chris Dentel and I got talked into running it at ACUS '93, when we'd never been to an AmberCon or tried to GM a game that lasted only six hours. Our plot was big and complicated, with an entire series of shadows (lovingly worked out) isolated in shadow, cabals plotting, etc., etc. On top of that, the party split into two groups early in the game and never got back together again.
Despite all that, we pulled it off; or at least, we pulled something off. It didn't really resemble what we had planned, but everyone seemed to have fun, which was a major accomplishment back in those early days. (Hard as it may be for people to understand who only starting coming to the cons in the last few years, in those early days a number of the games were real dogs.)