Rating: Summary: Be careful Review: Make no mistake, I am a lifetime Amber fan and an avid roleplayer. From that perspective, I think that diceless roleplaying would be ideal. However, reality doesn't always live up to our hopes. The unpleasant truth is that some players need dice. They also need a good understanding of the world they are playing in, which can be hard to provide if not everyone has read the Amber books. Without these to retrain them, some players will take whatever advantage they can of the system and the GM. For instance, the first time I tried this game, I had a player who felt inclined to destroy every incarnation of Yggsdrasil across shadow. While I admit that this was sparked partly by my inexperience, it was accelerated by the lack, within the group, of the kind of plotting and backstabbing which this game requires but which is unlikely among those unfamiliar with Amber. The book itself is great reading, with various theories on the motivations of the elder Amberites, good insight into the novels, and a wonderfully respectful fan's treatment from Wudjik. It is worth reading for that alone, but be careful not to get your RPing hopes up if your play-group consists mainly of the average D&D(i.e. hack&slash) player
Rating: Summary: Diceless Rolplaying: A purist's dream Review: So you play AD&D. Ever get upset when you tell the DM exactly, to the letter, how you want your character to perform an action, that should have worked, then got screwed on the die roll? Play Amber. Amber's diceless system emphasizes roleplaying above all else. Even if you should lose, sometimes you can still win. It's all in how you play the game. Character development is stressed above all else. There's just no place for power-gaming in this system. There is no limit to what your character can do..he or she is effectively a god. Consider: GM: Okay, you're standing on a hill in Shadow. What would you like to do? Power Gamer: I want to destroy the planet! GM: Okay, it happens. What now? Power Gamer: Err...what? This kind of play obviously gets old. When nothing is beyond your character's power( except, of course, his siblings ) character relationships and development become foremost. In Amber there are no sure things: It's all how you play the game. Develop your character or get out.
Rating: Summary: Diceless Rolplaying: A purist's dream Review: So you play AD&D. Ever get upset when you tell the DM exactly, to the letter, how you want your character to perform an action, that should have worked, then got screwed on the die roll? Play Amber. Amber's diceless system emphasizes roleplaying above all else. Even if you should lose, sometimes you can still win. It's all in how you play the game. Character development is stressed above all else. There's just no place for power-gaming in this system. There is no limit to what your character can do..he or she is effectively a god. Consider: GM: Okay, you're standing on a hill in Shadow. What would you like to do? Power Gamer: I want to destroy the planet! GM: Okay, it happens. What now? Power Gamer: Err...what? This kind of play obviously gets old. When nothing is beyond your character's power( except, of course, his siblings ) character relationships and development become foremost. In Amber there are no sure things: It's all how you play the game. Develop your character or get out.
Rating: Summary: Our world is just a playground. Review: The Best role playing game on the market, period.
Become a prince or princess of the true world, learn how the universe can become your own playground. But don't believe that you not will be opposed, cause your relatives can make your life really miserable. All that we know is just shadow, and shadow can be manipulated by those who have the power, the power of the blood of amber. Destroy an entire world just because you dont like the way the inhabitants sounds, or create one wich is the paradise you always dreamt about. Nothing can stop one with the power that is yours by heritage. This is the greatest make believe world that has ever been created, and the creation is still in progress, and at your hands.
Is there anything else you want to know I will be glad to answer any questions you may have.
Henrik Lindh.
Rating: Summary: Amazing game, but not for everyone Review: This game was hard for me to wrap my brain around - yet, it is perhaps one of the best games ever written. Its not for everyone, though. Some people cannot get past the lack of dice, which is fine, everyone has different tastes. Basically, the game is based around having scores in stats, your roleplaying ability, and dirty tricks up your sleeve. When, say, swordfighting someone, the better swordsman should win, barring complications like a dirty trick you have up your sleeve - and how you roleplay. This makes the game very roleplaying-intensive - and is detrimental to hack and slash month haul games. If you like a game with a ton of possibilities, this is your game. If you need dice, or love hack and slash or monty haul, its not.
Rating: Summary: Amber the best Review: this is the best role book you are a Amberite or a Chaossite and you get a certan point # in the beginning to get your abillites with- this game rules
Rating: Summary: Amber DRPG is excellent Review: This RPG is excellent, even if you aren't familiar with the book. The material is great, and the system is really fun. I play this game every weekend, and can sincerly say it is well worth the money.
Rating: Summary: One of the best- try it with an Experienced GM Review: Well, if you've never heard of this game --- you're not alone. But look around for it --- because it has never been out of print despite what you might hear. It is a small press game, but the artwork and design of the game is first rate. If you have an interest in Roger Zelazny, you might like to buy the game just to see how genius fiction might be transformed into a roleplaying experience. But this game isn't hard to play. I've tailored the game for 40+ yr old roleplayers and for 10+ yr old young ladies of quality. They both have had fantastic fun. What is required is a GM with solid gaming experience, and a small group of players who really just want to have fun and adventure. You'll be amazed. You won't miss the dice...
Rating: Summary: Amber's Favorite Game; now, anyone can play! Review: When I first saw the Amber RPG, my eye dropped to the "Diceless" part and I immediately walked on. "How," I wondered to myself, "...can a GameMaster keep the players honest and under control without an infallibly impartial element of randomness?" (What can I say, I never thought that one could 'load' d10s or d20s...) Later, as I read more and more in-depth essays discussing the nature of role-playing and role-players, I realized that there was a way to play without dice... it involved a couple of strange concepts called 'mutual trust' and 'maturity'. If the players are more interested in having fun and telling a story with each other and the GameMaster, then the dice aren't necessary.
Anyway, about the product itself: I'm fascinated by the ideas discussed here, especially the multiple versions of the major NPCs depending on the needs of individual campaigns. With the original author's input (Roger Zelazny, regarless of what Prince Corwin the Mad may have to say on the issue), several key points were expanded into genuinely playable elements in the game.
My minor concerns are with the layout: it was first released in 1986 and Phage Press apparently hasn't been able to put together a revised edition since then.
Still, it's a great resource for fans of the original novels, for gamers who aren't afraid to tell stories without worrying about getting dice-screwed, and the like. Buy it!
Rating: Summary: amber diceless role-playing Review: Zelazny collectors, you must buy this book to complete your collection, but you don't have to like it. You'll find a little too much liscence has been taken in the creation of characters for this role-playing game. Understandably, some of the characters died in the books and need to be resurrected in some fashion for those wanting to play them, but some are over-embellished. Most notable is Corwin, a tarnished hero, who needs no improvement. A variation of Corwin's game character is that of a wizard, supported by bits of Ganelon's description of Corwin's "sorcerous" abilities. Any paranormal ability may be considered sorcery by the uninitiated; Ganelon also called Corwin a demon. His claims are based only on witnessing a hellride, which any Amberite has the ability to perform. Corwin is too pragmatic to ever seriously study sorcery; he depends on his sword, strength, and animal cunning. (His sword's name, by the way, is spelled GrAyswandir, which has a beautiful visual and aural flow to it. Wujcik spells it grEy- which is just plain wrong.) Of course, forget about the clashes with the original and this is a great place to start a great character-based role-playing game!
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