Showing posts with label amber drpg*. Show all posts
Showing posts with label amber drpg*. Show all posts

Friday, January 10, 2014

End-of-Week Elmore (1/10/14)


The illo above makes me think about everybody's favorite series featuring immortal dimension-hopping royalty: the Amber books by Roger Zelazny!
 
And by extension, it makes me think about the successor to the Amber Diceless RPG throne, Lords of Gossamer & Shadow!
 
I'm going to make it a point to delve into the Lords of Gossamer & Shadow rulebook and start doing a read-through, and will start posting about the game here on the old blog. Stay tuned!

Monday, December 16, 2013

An Early Christmas Gift from across the Multiverse

The Bumble and fuzzy reindeer approve!

Christmas arrived a bit early this weekend, because I received my copy of Lords of Gossamer & Shadow! This is a diceless game that was built on the foundation of the Amber Diceless Roleplaying game, which was created by Erick Wujcik in the early 1990's.
 
I was a supporter of the Kickstarter, and it's great to finally have the gorgeous hardcover in my grasp!
 
As I've said before on this blog, I was a huge fan of Amber Diceless RPG back in the 90's. A few friends and I had "graduated" from Dungeons & Dragons and were looking for a more "adult" RPG. Ironically, it was those mysterious and cryptic ads for Amber Diceless RPG in Dragon magazine that alerted us to its existence.
 
My friends and I got some copies of Amber DRPG, as well as the Roger Zelazny novels on which the game was based. If you haven't read the Amber novels, you really should check them out when you get a chance. I don't think you'll be disappointed.
 
Anyway, we immersed ourselves in Zelazny's mythology and the larger-than-life godlike characters that inhabit it. And from there, we created characters that were the children of those beings, and made the universe our playground. It was a glorious time in my roleplaying career, matched only by the early years that were consumed entirely by D&D.
 
I, of course, still have my Amber rulebook from back in the day. Here's a shot of that old tome with its "spiritual successor" next to it:

 
Steven Russell and the folks at Rite Publishing have, in my humble opinion, crafted not only a gorgeous book, but also a thoughtful and deep book that pays homage to its "source code." Sure, the game has "stripped away" the Amber mythology, but I think it's very cool what Rite has constructed in its place. They've made the system "setting neutral" in a way, even though there is technically a setting of sorts. Ultimately, you don't have to be steeped in Amber lore to get into this new version.
 
ANYway, I can't wait to get some time to read through LoG&S. If you're interested, check it out through DriveThru RPG.
 
Mr. Russell, during the final stages of the creation of LoG&S, asked backers if they'd like to volunteer to proofread the book. I leapt at the chance, and sure enough he sent me some pages. I'm proud and honored to be listed as one of the proofreaders in the credits of the book, as well as a backer. Thanks again, Steven!
 
It's really cool to have been a part of this "resurrection" of the late Erick Wujcik's game, bringing it back into print via this new form. It's the least I could do for a game that brought me so much happiness and roleplaying goodness.

Thursday, April 25, 2013

Lords of Gossamer & Shadow

 
There's something wonderful happening.
 
Well, I suppose it's wonderful for fans of Amber Diceless Roleplaying Game (ADRPG). Then again, what's happening should actually be wonderful for newcomers to diceless roleplaying as well.
 
I know, there are a lot of gamers out there that balk at the concept of diceless roleplaying. How could that possibly work, right?
 
Well, the short answer is, it does work. It can work. It's just different from traditional dice-based games. Not better or worse...just different. I would suggest giving it a look. I'll elaborate when I can and defend the statements above when I get some more time to do so. I promise.
 
The ADRPG was released in 1991, and was supported by what I would call a relatively small but very devoted fan-base. It still is played and supported by gamers who fell in love with it those many years ago. But the game fell out of print sometime in the early 2000's and has languished in limbo...until now.
 
The ADRPG rules are being resurrected as Lords of Gossamer & Shadow. Please do yourself a favor and take a look at the Kickstarter. As one of those rabid devotees who were ensorcelled by the original rules back in their heyday, I'm very excited about this new game based on ADRPG. I'm in for $50 for the Kickstarter. If you read up on the new game and find it interesting, I encourage you to contribute as well.
 
I don't have time right now to write more about ADRPG or LoG&S. But, I'm long overdue when it comes to elaborating on my history with ADRPG and a discussion of the rules themselves, given that, along with D&D, ADRPG was one of the biggest influences on my roleplaying career. D&D and ADRPG were the games I played the most and enjoyed the most back in my younger years.
 
It's time that ADRPG had its day dawn once more.

Sunday, July 11, 2010

I, Gamer: A Testimonial in Three Parts (2)

PART THE SECOND: Long Game’s Journey into Night (Ages 19 to 25)

So, you’re back! I guess the prospect of reading some guy’s sob story didn’t scare you off? Good! Sorry it’s taken me a few days to post this second part. I know all my readers were waiting with bated breath ;-). Let’s proceed, shall we?

To briefly recap my first post in the series, ages 13 through 19 were the years of my original foray into Dungeons and Dragons. A scant two years (13-15) were entirely dedicated to 1st edition AD&D, and I loved every minute of it. From 15 to 19 I began to play other RPGs (and moved on to 2nd edition D&D), and slowly became disillusioned with Dungeons and Dragons. We return to the story during my 19th year:

So, I began my college career in 1994, and for a short while roleplaying of any kind was on the back burner. I did indeed enjoy myself in college, academically and socially. It was a great time all around. I won’t bore you with the non-gaming details.

I was still in my first year of college when the roleplaying itch returned. How did I scratch that itch, you ask? Well, over the course of the next four years there were two primary ways:

Amber Diceless Roleplaying: If you haven’t read Roger Zelazny’s Amber books, you are doing yourself a great disservice. I heartily recommend that you check them out! For my own part, I had never heard of them until a strange little game called Amber Diceless Roleplaying (ADRPG) came along. A roleplaying game that was DICELESS?! Who could fathom such a thing? It took a man named Erick Wujcik (who had also done work for Palladium Books) to come up with the idea, and he became to me a new Gary Gygax. Both men created games that I came to love and associate with good times in my life.

The Wujcik diceless concept seemed to me the epitome of elegance, something that could strip away all the heavy mechanics many other games sported, and only pure cooperative storytelling would be left behind! It would take a skilled GM and players to handle the “high art” of the Amber game. It was me and two other old friends who primarily explored Amber, and we did so with relish. I felt like some of the magic of my original gaming experiences had returned, from a source totally separate from D&D.

So, yes, I became something of a roleplaying snob. Amber became to me the “grown-up” version of roleplaying. D&D was for kids! I pretty much vowed that I would never play anything else but the ADRPG. Silly man…

Looking back, it was just important that we were having fun. And we did a good job of striking the delicate balance between GM/player connection/trust that is so necessary to ADRPG. If you haven’t played the game, it’s hard to describe…at least for me (I may not be smart enough anymore to explain it properly!). Suffice to say that it’s sort of rules-light and yet somehow “heavy” at the same time, if that makes any sense. Maybe it’s more accurate to say that it’s rules-light but cooperation-heavy. I’ve always felt that Amber would be nigh-impossible to play with anyone but close friends. But I’ve been known to be wrong more than once. It would be interesting to hear what other people who have played Amber think (hopefully someone will read this blog and respond! ;-)

Live Action Roleplaying (LARPing): Another type of what I—at the time—considered “roleplaying for grown-ups” was LARPing, which was a relatively new phenomenon back then. Yes, some of you are shuddering. But my decision to LARP was really born out of my surge of social interaction. And part of it was the novelty of getting up from the table and still roleplaying. I was involved in acting on stage during high school and on into college, so LARPing seemed a natural extension of that. I got into a good group of people who were LARPing Vampire: The Masquerade (I’m pretty sure White Wolf almost single-handedly created LARPing…or I may be wrong. Maybe someone can clarify the history for me. Maybe the people who do war reenactments were the first to LARP in a primitive way, and I am sure the people at the Society for Creative Anachronism and Markland have something to say about their role in all of this). All in all, I had some good times LARPing, but after a while it seemed to all become more about who was dating who and other real-world social intrigues rather than the gaming aspect. So I eventually moved away from that scene.

Actually, when I come to think of it, there was a pseudo-third way in which I got a roleplaying fix: board and card games. From my late teens until just a few years ago, myself and a handful of friends played a lot of these types of games, such as Risk (and later A Game of Thrones and Munchkin, but I wouldn’t get into these until years after college) and other (sometimes more obscure) games. Personally, I liked to interject some histrionics and at least a skeleton of a storyline when playing those types of games. But that can only take you so far.

And to some extent reading fantasy novels was another indirect outlet for the gaming itch (and still is to this day). As I read, I would think about how great a novel’s setting would be as a game world, or what a character’s stats would be, or how one would resolve an intricately described combat.

Some of you might be asking: What about computer-based RPGs? Well, when I was a kid in the 1980s and early 1990s it all came down to economics. We were able to afford Nintendo, so I did play a lot of Legend of Zelda and Dragon Warrior, and Shadowgate was a personal favorite. However, I missed out on all those great Ultima, D&D “gold box” games from SSI, and other such computer games because my family couldn’t afford a computer. The only exposure I got to these types of games was through the father of a friend, who played such games fanatically. This guy eventually built himself a replica of a medieval fantasy tavern as a gaming room, which he stocked with those replica swords and miniature suits of armor you can buy from catalogs. And the heart of this really cool room was his precious computer and a huge bookshelf of games. I would watch him play for hours sometimes, amazed at the graphics, but of course there wasn’t much opportunity for me to actually play. It wasn’t until after my mid-20s that I consistently had a computer of my own with which to game. I’ll talk more about me and computer RPGs in the final post in this series.

During my college years, there were times now and then that I did indeed think about table-top Dungeons and Dragons, remembering with fondness the golden years. By then D&D was already becoming inextricably bound with my memories of my youth, and I couldn’t separate one from the other. Indeed, these table-top thoughts and the accompanying nostalgia have never truly left me. They persist to this day.

By the time of my graduation from college, I had long before gotten out of LARPing, and my Amber table-top games were few and far between. Most gaming endeavors were drowned in my transition from college to “productive” member of society’s labor force. It was the late 90's, and the (then) dreaded millennium creeping up fast. I was filled with great expectations for the new century. I read scores of fantasy novels, and kept on dreaming…

But dreams can be so easily dashed by reality. I was 25 when September 11th happened, and my hopes for the new millennium were darkened by the billowing clouds of smoke rising from American soil. Suffice to say, RPGing wasn’t just on the back burner anymore. It seemed to be banished forever, a relic of my lost youth and innocence, never to be seen again. It seemed that there would be no more innocence anywhere ever again. For a while I looked on all my pastimes as frivolous, wondering if (especially after the terrorist attacks) I should assume some stereotypical form of adulthood and give up daydreaming about gaming.

I entered a personal gaming Dark Age for a time, where only fantasy novels sustained me. I was certain that nothing would ever be the same again. It turns out I was both correct and incorrect…

To Be Concluded in Part Three!