LoGaS the powers of gossamer, control of contents


From the community google+
Control of Contents is narrative driven.
Changes follow the flow of powers or disruption results.
Order powers require more context support.
Chaos/Sorcery powers require less context support.
Deletion or Cosmic changes disrupt context.
Context disruption leans to Entropy.
Context is crucial to Order changes and scale requires:

* small changes happen using world pieces in place already
* medium changes build from many small changes or may require the addition of a new world components that facilitate the change–else most folks will know something unique changed. Unless the world is full of unobservant folk (gossamer for dummies).
* large changes build from many medium changes or may require the addition of many new components to facilitate the change.
* cosmic changes guarantee some confusion and chaos. The world may be unrecognizable.

I think each GM would then handle where on the scale the PC proposed change would be.

Netflix Premieres “Daredevil” to Superhero Junkies Everywhere


Watched episode one and it is very good.

Originally posted on The Collective:


I opened my email to the glorious news that all 13 episodes of Daredevil are available to watch now on Netflix and suddenly, I have my weekend all planned out.

Marvel’s Daredevil is set in the Marvel Cinematic Universe (MCU) and is the first in a series of shows that will lead up to a Defenders crossover miniseries. The series stars Charlie Cox as Matt Murdock / Daredevil, a lawyer-by-day who fights crime at night, Vincent D’Onofrio as Wilson Fisk as well as Deborah Ann Woll, Elden Henson, Rosario Dawson, Ayelet Zurer, Bob Gunton, Toby Leonard Moore, and Vondie Curtis-Hall.

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Ambercon US 2015 after action report

Ambercon US 2015
after action notes

1 : Thursday, April 10, 2014 – 7pm to midnight

Agents of the Argent Rose: City of Hope

A wide ranging exercise in hurry up and talk to each other. Attacks from last year’s game had only seemed over, but a bigger threat rolled out of the night. The family is big enough and events were busy enough that not everyone was in one place until the end.

Corwin’s secrets are almost all put on the table. Almost.
The Muse Queen appears in Paris to remind Corwin of his obligations.

Next year could be very interesting.
Simone has a birthday. Parties will be everywhere.

R.F. McCaughey

2 : Friday, April 11, 2014 – 9am to 1pm

Infinite Amber: Strange Roads

First time ever game. New faces and old and reworked a PC of mine to work in the wide universe of JP’s Infinite Ambers. Lots of complexity here. Lots of possible enemies and counter forces.

This will be hard to track as a serial game unless I manage to join it consistently. Liked the way it played very much.

J.P. Brannan


3 : Friday, April 11, 2014 – 2pm to 6pm

An Unkindness of Ravens

Low power game where a bit of daring kicks a lot of ass.

This year the team seemed to gel very fast and we just tore into our tasks. Doormen not around, and so we just moved from point to point, ratcheting up the mission points.

Well, we did set ourselves up for some future crunch time with a momma Dragon. Nothing’s perfect.

Erik Florentz
Kit Kindred
David A McCreless

4 : Friday, April 11, 2014 – 8pm to midnight

House of Justice and Doom

Benedict is dead. But the only people who believe it in their hearts are Ben’s kids, who felt him die.

This was very intense roleplay and the scions of Ben challenged the Big Bad straight off head to head. They did not prevail, but they brought a bunch of good intel back to Amber with them.

Then they promptly dared the king’s displeasure, the silver city in the sky, and also the idea that they might be too valuable to be used in pressing Amber’s response on the Big Bad.

Lots of face time, discussing the weaknesses of Amber’s order, lots of context between the kids. Very nice game. While these games are always one shots, this game had serious legs and could be an excellent warfare campaign. I really loved where the Players went with their characters.

R.F. McCaughey

5 : Saturday, April 12, 2014 – 10am to 5pm

The Pendrad: Shining Liquid Universe, Discovery!

Good team. Lots of exploration. Lots of magic and discovery of the possible weaknesses of the Lords of the Gossamer worlds.

And some tricky Fae politics also.

This year the players really did up the arcane weirdness of the Fae really well.

I hope to bring this back again next year.

R.F. McCaughey

6 : Saturday, April 12, 2014 – 7pm to midnight

Lost in Amber

Experiment in time, place, and memory. Players at an Ambercon get walked into the Chronicles of Amber just at the narrative point where Corwin is confronted by Eric in the library.

Hijinks ensue as Players interfere.

Selfies with the Pattern Room are just some of the highlights we got to.
Corwin is very manly, 24/7.
Lots of fun.

You’d be surprised how many important items your memory of the books plays false when you have to figure out ‘what comes next?’

Anne Delekta


7 : Sunday, April 13, 2014 – 11am to 4pm

The Company: Youth Eternal

LOGAS game with the Josiah Company, searching for a lost exploratory team that vanished 2 centuries ago on the Grand Stair.

I made a new PC and was very pleased with the way it worked. The Prof isn’t someone who says a lot or makes a lot of splash, but I felt he was right on target for the scenario.

What helped with that was a really good cast and double GM strength to match the six Players. We had a very sweet team on the stair experience.
This game is a keeper.


Tara Kunkel
Kris Kunkel


8 : Sunday, April 12, 2014 – 7pm to midnight

The Soft Cimmerian: DeathGlass

Anyone who has been following this Rebma game since 2008 knows this is a very eccentric bit of RP. The Amber/Rebma characters are not center stage, but the Knights of the Afanc Glass are.

We started early, opening the game at 6PM. We ran a whole bunch of Gallant family RPing until about 1220AM until we struck the plot square on. In that six hours, we covered kids, politics, inheritance, ancient history, marriage, love, and we invented a new “most important attribute” for the character sheets. Much of the theme danced with Rebma’s true relationship with Amber instead of the one that gets glossed over in the novels.

We also demonstrated that Llewella and Moire do things very differently and advice from one does not work with plans of the other.

At the point where some serious treason talk was being thrown around, the Gallants sat down with the Queen and talked her through a new approach to diplomacy with Amber. And it worked very well. It also kept Bleys out of the story, which saved the GM about 2 hours of hijinks.

And then Random wants to know what Queen Moire is doing attacking Chaos with a ‘DeathGlass’ when there is a peace treaty. Oops!

Fantastic group of Players. I must consider closing this game to new faces, as this year was the first time I bent reality (the original premise) to allow an extra spouse in the poly-marriage. No end game in sight here. I’ll run this as long as the original players want to see it.


R.F. McCaughey

Doors and doors, LoGaS

From the kickstarter page for Lords of Gossamer and Shadow


Jason Durall pointed out.

Bridging Doors. While Wardens are limited to Doors that lead to-and-from the Grand Stair, Masters know how to connect two doors in a single Gossamer world together so that they are directly linked, opening from one to another. To do this, the Master must be physically present at one of the doors to be linked (which must be closed) and concentrates on the other door to be linked. This can take a few minutes, less so with a strong mental impression of the other door, and even less with a direct psychic or magic link to the other place. These doors only open from one door within a Gossamer world to another place on the same Gossamer world. They can never bridge worlds.

Bridged doors lack the invulnerability of Doors on the Grand Stair, and they can be accessed and affected by any Warden or Master. These bridged doors are rarely permanent, and the duration will last only so long as the Master desires, usually a matter of days. Making a permanent bridge between two mundane doors takes considerably longer, a process measured in days rather than minutes.

This ability needs some thought, it can be powerful enough to break a lot of scenarios a GM might normally organize.

More later

Threats; thoughts on the LoGaS universe

LoGaSOne of the very first questions you get from GMs and Players when presented with a diceless game that uses an infinite universe as a background is, “what the hell do the Player Characters do with all this?”

You can go anywhere. You can be a legend among mortal adventurers.

What are the threats to the status quo? What do the PCs care about and why do they work together? Why would they oppose each other or another universe faction?

Masters of the Grand Stair are not harmonious…and yet they gather if the Stair is under threat. And a thousand years ago, they were united to fight off the conquering ambitions of the Dwimmerlaik.

The Lords of Gossamer and Shadow have several canon threats already revealed in products for the line. Typhonians. Dwimmerlaik.

(like Amber Diceless, the implication is that getting such powerful characters to work together requires that there is a universe scaled threat that may destroy the ‘universe as we like it’.)

Having done a first read of the two threat assessment books, Typhonians and Dwimmerlaik, I judge these are not ‘starter elements’. They are interesting and they are scalable threats, but I don’t think I’d introduce them early to a campaign. I’d pick something a bit closer to home and hold the Big Bads for later.

So what’s a good Villainous Opposition for LoGaS game start?

  • enemies of your mentor/ally
  • groups that want to restrict access to the Stair
  • groups that worship Masters/Wardens of the Stair
  • groups that want to destroy the Stair
  • worlds that are using the Stair to create empires

Again, the above list because: change is never pretty. Your PCs have power. What will such changes bring?

At Ambercon 2014, I introduced several familiar names as possible villains to the above (not recommending you do this at home):

  • Amber, the Eternal City would destroy the Stair to break alliances between shadows that might rival the Gold Circle
  • the Courts of Chaos would destroy the Stair to trap the powerful Dwimmerlaik in their various shadows

And you can get lots more cosmic with threats than those revealed so far above. Like in the famous Strange Bedfellows Amber Campaign, you could invade the universe from another universe entirely.

Villains generate story conflict that does not have to come from your PCs.


  • threaten values
  • provide common story
  • challenge PC niches
  • challenge PC choices
  • engage PC emotions
  • challenge PC creativity
  • lead to rewards/consequences


100 Landings of the Grand Stair

The Dripping Landings

Upon the Dripping Landings you will experience cold airs and condensation falling throughout the corridors and region.

The Doors here are surly and become time locked if a clumsy attempt to open them is made. If the novice fails to remember the latch sequence, then only a Warden may attempt the Door again in a day cycle. If the Warden should fail to open the Door with grace, only a Master may coerce the mechanism at that point.

The embedded grain of the metal doors here resemble the Rhen markings in other regions of the Grand Stair. Is there some older pattern that the Rhen copied and used? Or is this just the manufacture of these Doors?

There are no lights in the Dripping Landings. Neither do torches do well due to the cold winds and water falling. Recommend solar gems or shrouded magical lights be carried. However, if you are in the region for days, you may find the constant tones of water dripping on the stone veneers is musical.

— Black Raven rutter of the Grand Stair, early version, handwritten, metal cover.