Ambercon US (ACUS) 2021 virtual

Good responses to the games offered this year. The con organizers made the more difficult choice of preserving slot structure (all 8 slots are represented in the virtual program).

Still, with additional attendees from all over the globe (advantages to virtual travel) the pandemic gives us a larger convention attendance.

After a year away, I had some concerns the format and energy would be a workout for me. So far, slot one was a fun time. Argent France in 1924 is under siege and Corwin doesn’t know how to fix it.

But lucky for him, his grandchildren are not limited by the concepts of their parents and elders. Also, it seems the Muse Queen and various Powers of the World are on the side of France.

And for the first time, Grayswandir has arrived in the plot.

And she’ll promise you more than the garden of Eden Then she’ll carelessly cut you and laugh while you’re bleeding But she brings out the best and the worst you can be Blame it all on yourself ’cause she’s always a woman to me

And the most she will do is throw shadows at you But she’s always a woman to me…

Corwin singing to Venkatta (Joe Saul) as a help to picking up Grayswandir for the first time (Agents of the Argent Rose: City Promises)

No Roads lead to the Flaw

House of Addams

No Roads Lead to the Flaw

Dire misfortune falls upon the Olde Miskatonic University and Dean Chattel begs the help of the Family Elders. Of course, whenever Evil seeks to thwart Nobility, the Family shall respond. The Elders have contacted you out among the Shattered Limbs of the World Tree and dispatched you to serve the Family Honor. Help the Dean and put things aright.

‘Laeti vescimur nos subacturis’   (We gladly feast upon those who would subdue us)

This is a game of Dark Wit, Dashing Style, and Romance. You play a young Addams with the Flaw guiding you in an adverse infinity of Shattered Limbs. The PCs are all Cousins/Sibs who respect Passion and Family.

What do players need to do to prepare for the game

Build your PC for 50 points, use the Lords of Gossamer and Shadow ruleset (the Flaw is exactly like Broken Pattern from the Amber Diceless game!) Player PCs not approved by the GM at least 2 weeks before Ambercon will be given 40 point Pregen PCs at the Convention game. PCs have the Flaw, one Passion, and Ooky Theme for no points spent.

The Flaw! (broken Pattern in this game comes with 5pts Bad Stuff. Players may choose to buy up to Zero Stuff with their points)

The Flaw is something that sets mortals uneasy. Just about every Addams cousin unsettles mundane folks. However, there is power in the Passion and Nobility of the Addams. If it suits your concept, the GM may allow you to buy up to Good Stuff with specific approval before the con.

Ooky! (visualize your PC around a monsterix or aberration of mundane human myths–there are minor narrative sfx the GM shall assign with Ooky)

Vampires? Patchwork Constructs? Sinister Sparks? Mad sculptors? Toadmen? Werewolf? Lizardfolk?

Dig out your google and have some fun. You also get to define most of the cosmetic everyday impact of this on your PC’s appearance. The GM will tweak the special effects (sfx) that may go along with your Ooky!  Do not expect to be able to do magic for free. Pay for powers if you need them.

Passion! (Addams are known for their Passions. These inspirations add a rank to your Attributes in narrow situations. Examples:  Dangerous Plants, Swordplay, Poisons, Explosives, Law, Finance, Graveyards, MadScience, Spouse, Child, Lover, Muse, etcetera! You get the idea.

You may purchase added Passions for 2 points each. Passions should lean into a single Attribute (Endurance/Psyche/Strength/Warfare). Therefore Explosives/Endurance and Explosives/Warfare are two distinct Passions.

Yes, you can buy a Passion that links with a Power.

LoGaS allows for stranger powers, such as Eidolon, Umbra, Warden of the Stair, etc. Please discuss how it ties into your Concept and who you learned powers from. Create a lost mentor or Uncle if you need one. Discuss with GM. 

This game is about the Broken Pattern concepts the Addams are Passionate about.

The GM will protect and approve of concepts on a first-come, first-served basis.  Variety is desirable and within the Addams genre. 

The current head of House Addams is Elder Gomez. He may be near 300 years old.

Possible suggestions for making PCs

start with the Passion, decide what the PC is really admired for

then add the Ooky theme that is the PC genre wrapper

then work the Attributes and Powers

then add extra Passions, Artifacts, etc if you like more flavors

In a RP galaxy, long long ago…

GMing for kids is a whole other universe.

Diceless is pretty well suited to it.

What does work against you is agenda. Kids don’t always know what adventure they want or what’s possible  And they really don’t usually have a feel for sticking their niche or adventure wants to other PCs.

More on this later and here’s a blog to follow!

 a new blog:

#acus2018, the games played

An extraordinary Ambercon where all games were above average (and this is a crowd of great roleplayers) and the fun was wall to wall. I ran 4 games and played 4 games. I even got almost enough sleep!

Slot 1. Agents of the Argent Rose: City of Oaths (GM me)

A really fast-paced chapter in ongoing adventures, all inside the Palace this year.

The Team working on peeling back the secrets of the world Grandpa Corwin has created. Somehow he’s forgotten important things about its creation and he’s so cagey, has he really forgotten, or is there something there he doesn’t want to talk about?

The Team dug deeper and deeper. Everyone seems pretty sure that Grayswandir has something to do with the entire mess. But the Goddess Kali hints that the wedding of Lorelei and Corwin itself may be part of the origins of the troubles.

Vivian and Venkatta vacuum up all military intel of the Stigma history across the globe.

America seems to be coming apart under influence of Stigma. Kali is offered an escape from Corwin’s confinement of all to the Palace, and immediately takes it.

The Team takes a lead from Simone and goes to find the Trump cards locked in Corwin’s study. Three locked draws exist there. The first yields Trumps, 4 with white unicorn backs and one with red serpent back. Simone recognizes the unhandsome man who spoke to Corwin briefly in years past.

Locked drawer two yields a silver serpent in mobius loop. Not familiar at all.

Locked drawer three yields a silver feather that smells of ozone.

Spells are released as each drawer is broken into. Each spell seems different from the others, surely as if placed by different people.

Corwin arrives, more questions are had, but when Corwin doesn’t recall the Trumps or any of the items, everyone recognizes the worst case: something powerful is messing with the Realm.

Explosions and violence follow, two of the items try to escape, the feather is briefly used to quiet the serpent.

Team members and grandpa are seriously injured and Lucien saves the day, sorta.

Slot 2. Agents Extraordinary: 1968

Fun for any addict of 60s spy themes.

John Drake has gone rogue, killing agents, and vanishing in Europe. Modesty Blaise follows clues from New York to Vienna. Modesty also sends Illya Kuryakin clues. Drake tries to meetup, but since Modesty doesn’t want to join the agents in peril list, she sends an actress/messenger who arranges a quieter meeting with Drake for the next morning.

Before any of that can happen, most of the Agents Extraordinary also arrive in Vienna. Will they arrest Drake? Will Drake kill Modesty? Will we ever not be paranoid? Will Felix Leiter get to enjoy his vacation? NO!

Everyone is captured and sent to the Village! Stay tuned for next year!

Slot 3. The Kraken Retrieval Squad

Themed off Rebma and very loosely based on the A-team adventures, this was a pretty good romp. Got to meet some new players to me, which is always part of my aim in taking on GMs and games new to me.

My character was seriously a trouble magnet the whole time. I think the team was half hoping I’d get thrown in a dungeon.

Overall a very interesting mix, which fulfilled the A-team style, I thought.

Barca, master of disguise, Garner, master scrounger, Howling Mad Kodrum, trump specialist, Ms Grazie, master of height and muscle, Joss Sloan, charming rogue with cunning plans, and S’Mestra, trouble magnet.

We had a grand military parade of Rebma’s might. The Kraken broke free and our not-charming Rebman handler, Tiberius, screamed at us like it was our fault.

Ya, we fixed it all up. Of course.

Slot 4. LoGaS: Gossamer Alternity! (GM me)

I took a stab at putting a new alien race (Kinz) in the Grand Stair to see if such adventures would play out well.

I got a bigger response than expected (meaning the game actually ran) and the players did well by the concept.

A twisty variant of LoGaS.  Prepare a 50 pt character with the LoGaS (Lords of Gossamer and Shadow) rules. Note that Kinz are able to understand any intelligent beings, even humans. Speaking to other intelligent beings requires Exegesis. Make a point on your PC submittal if you do NOT have Exegesis. Characters submitted 3 weeks before the con get to use 70 pts.Note! Kinz characters must have less than nine lives remaining, but your stats are based on your original life and points above. Players decide how many lives remain. Your previous deaths will bonus your stats, so please include descriptions of your previous deaths so the GM can calculate your fame and game stats. GM will not ask for your Kinz‘ Secret Name, however, if you share your Personal Name with other members of the mission, you will have Icon contact possible during the mission and beyond.No readings of T. S. Eliot’s book ‘Old Possum’s Book of Practical Cats’ are required to enjoy this game.

And then shared some additional items with Players in an email before the con to buff up creating the PCs.

there are three broad backgrounds/clans of Kinz you can associate your PC with (or provide your own small tribe background)

so curious, such explorers, they originally came from parched dusty climes but have spread all over the Stair because they always seek what is over the next Door threshold

so mad, such minds, they originally lived in mountain forests but have spread all over the Stair because they always need to hear new stories

so feisty, such many scars, they originally lived in cities but have spread all over the Stair because they always need to test themselves

After a few questions, and based on some chat in the LoGaS Facebook group, I added a cultural background, etc.

Since the Kinz are smaller and crafty, they rely often on being mistaken for cats and left alone to gather information or wander around listening. Even if you had the same stats as an amberite or a gossamer lord, you have a hard time fighting them on equal footing. You weigh 20 pounds top range, and those pesky two legs are usually 6 to 12 times bigger. That mass makes a difference to your Strength and Warfare. However, you can confer abilities (or Artifacts) on your Kinz that will translate also upon death, as that becomes part of your legend.

The Alternity is a mind state inside of the Stair and Gossamer worlds. Humanoids generally dream there but don’t recall anything about it. Exceptional people can travel in the Alternity, or adventure there, where dangerous ideas are found. One such dangerous idea is killing the Grand Stair. Kinz can with effort drag humanoids etc. into the Alternity, but then they may remember the journey, so it is not done often. Children are easier to work with than adults.

That’s pretty much the mission. Find out who/what/how someone is planning to kill the Stair.

and finally just before the con, a big summary:

KINZ summary:

culture with internal conflicts

the Kinz respect the Grand Stair by tradition. They originate from at least three gossamer worlds within the Stair network. Studies are inconclusive as to which world might be the ultimate origin of Kinz. Loosely speaking, the Shamans, Bards, and Scouts correspond to the mini-cultures of those three worlds, but there are also at least five other worlds not as old that have their own tribes. So far there has never been a civil war, and the (Kinz) Council has three Speaker seats for every gossamer world of the Kinz. Day to Day, the Kinz are much about their own agendas and passions. This also means they are polite but not overly ‘team players’ until a crisis presents itself. The Family is more important than Politics. Religion is a loose idea that only has a loose following, mostly centered on the Venerables and Bastet.

a non-human perspective that has its own logic

the Kinz seem to have always recognized the Alternity. Within the Alternity, they realized that other sentient species had a part in a Grand Design. However, it has been disappointing to discover that most other sentient species do not process the Alternity or work against the horde of Bad Ideas that thrive there. In fact, many of the Bad Ideas have been proven to come from other sentients. This leads the Kinz to treat with most TwoLegs as if they are ….immature species. There is Chowder (read Council) debate regards finding partners in the Grand Stair who can help to manage the Bad Ideas.

hierarchy with unusual authority/positions

Kinz generally defer to their own kind who have died more times. Which is to say, they are polite and listen to opinions. Only those Kinz who have died 8 times are considered Venerables. Dying more than 5 times confers Elder to your honorifics (as you are headed into your few remaining lives.) No Kinz has ever lived more than 9 lives. However, it is said that some rare cases, the Kinz who have best lived their 9 lives may exist in the Alternity after their final death.

child raising and reproductive culture

Due to death, gender change, or demands of the Alternity, and with an Understanding that young children are perceptive of the Alternity, raising children is a task given to the older experienced parent once the children are weaned. It is very common for the First Adventure to be led by the Guardian Parent. Assistance from the Blood Parent is not expected nor demanded, but Adoptive Parents or Grandparents will often participate.

gender identity

Kinz recognize five genders, two of which (female & mischief) can bear young:
Female / shows all the physical sides of warm-blooded child carry and reproduction
Male / shows all the physical sides of planting seed for children
Mischief / shows both physical sides of child reproduction but cannot impregnate self (intersexual)
Topsy / shows no physical gender traits at all, with no sex interests, but may find a partner that inspires a gender transformation to another gender state
Yowl / may show physical gender traits but has no interest or ability to reproduce unless Circumstantial

history and place on the stair

the Infinite Stair was first mind-mapped by Bastet, who later became a Goddess of the Alternity, or just a really powerful dead female (PC choice)
Bastet was part of the early culture meld of the three worlds of Kinz
Bastet believes that the Grand Stair favors Kinz and needs their assistance, and she also says she can talk to it, go figure!
Kinz respect a symbiotic relationship with the Stair

Since the Kinz are smaller and crafty, they rely often on being mistaken for cats and left alone to gather information or wander around listening.

Even if you had the same stats as an Amberite or a gossamer lord, you have a hard time fighting them on equal footing.

You weigh 20 pounds tops, two legs are usually 6 to 12 times bigger. That mass makes a difference.

However, you can confer abilities (or Artifacts) on your Kinz that will translate also upon death, as that becomes part of your legend


The Alternity is a mind state inside of the Stair and Gossamer worlds. Humanoids generally dream there but don’t recall anything about it. Exceptional people can travel in the Alternity, or adventure there, where dangerous ideas are found. Kinz can with effort drag humanoids etc into the Alternity, but then they may remember the journey, so it is not done often. Children are easier to work with than adults.

crafts/arts/music that is not human

Kinz love to tell stories and sing
Kinz have opposable thumb pads (4) and dew claw
they will make complex musical instruments to enhance their stories (they rarely carry around their prized instruments)
the culture is not tool-based, but Kinz love to create things and are good at whittling and/or sculpture


four legs are the major dexterity mode for the Kinz (if your attributes are above Paragon, it won’t matter much to normal actions, if you sell down, there will be limits)
opposable finger pads (four thumbs)— meaning they have no problem using tools, or picking things up, they also wield retractable claws
!do not make overpowered!

average Kinz is small and no more than 20 pounds
they are nimble and quite athletic but prefer to sleep in short bursts that allow them to monitor the Alternity
they are quite self-sufficient and generally, do not carry tools or other burdens

!multiple lives!

Kinz have nine lives, when fatally injured, they surge with Alternity energy and regenerate into a new body
the new body can be different in size, gender, markings, etc, but will retain your Attributes et al

they will regenerate in the vicinity of their death but rarely into a deadly environ

!avoid monoculture

Players are encouraged to devise their own tribe/gossamer world if they want to take on that task for PC design

Scouts/Navigators, world Riverhunt

so curious, such explorers, they originally came from parched dusty climes but have spread all over the Stair because they always seek what is over the next Door threshold

Sages/Shamans, world Monastery

so mad, such minds, they originally lived in mountain forests but have spread all over the Stair because they always need to hear new stories

Bards/Brawlers, world Shenanigans

so feisty, such many scars, they originally lived in relic cities but have spread all over the Stair because they always need to test themselves

Slot 5. Pendrad: Labyrinth! (GM me)

A serial game running about 4 times now. This year, a rescue mission to find or bury missing agents of the Fae Khans.

Again, this is the GM adding complexities of Amber and Chaos to the Grand Stair rule set. Not something you are likely to see in other games. The Fae are quite flexible and powerful compared to your average Stair dweller or PC.

Everyone did a smash up job.

Slot 6. They Fight Crime! (Space Opera Edition)

the GM created an alternate version of Firefly for the PCs to adventure in using James Arnoldi’s Key RPG system. The game system worked very well.

With a random selection of pregen characters, we all started right away with immersing into our roles. The twist was we each got a secret Motivation from the Player on our right to incorporate into the play. It seemed to work well for everyone.

Robin Grant, Captain of the space freighter Odyssey

Vincent ‘Ernie’ Grant, Hot Gunman for Hire

Vivian Hill, crusty engineer

Meer’Ton, alien hot-shot pilot

Prince Rutann of Zircon, tourist charming rogue

Dr Peter Tanner, medic and guy protecting his sister

Miserly Tanner, psychic waif of illegal Federation experiments

It’s been a long time since I’ve played in James’ Key system, and this seemed a smoother ride than I expected. There are Flaws to disadvantage you, and Keys to advantage your Expertise in six Attributes. A pretty slick package that works fast.

The parts were juicy ones, and everyone seemed to have a very good time. Viv was heroic, the Captain was steely and uber-competent, Ernie was loud and full of action/ideas/menace, while Meer’Ton, the Prince, and Dr. Peter were all played by the GM as some folks got pulled from the game by Real Life conflicts.

By chance, I got the random draw I would have picked anyhow, Miserly was the wild card in the crew, her actions always being a bit unproductive and distracting.

Our choices started out bad and got worse as we went along, one step ahead of disaster or being broke and stuck in on a station/world. We crashed in and out of several worlds, and situations, one step ahead of the law in some cases. In the end, we lost the Prince and pilot to the story line (they left for greener pastures) but the Feds never caught us.

A clever bunch of roleplaying kept us ahead of complete calamity. A good crew.

Special note here, the GM was feeling poorly and might have canceled the game, but he found a special reserve of awesome and we all had a great time.

Slot 7. Dark Water: The Company 2018

Serial consequences on the Grand Stair. A new team, more players than ever before, and this game came out very well.

The Company is a team of low-level mercenaries who are tracking fallout from an original adventure on the found Fountain of Youth. The water there turned out to be anything but friendly. Several adventures now have circled around how getting rid of the original problem has spread issues to other Doors.

This year it was gossamer Phoenix’s turn to be checked and cleared.

The good news, Prof Nine-thousand Entry 3 (9KE3) finished grading all the semester papers during the adventure, AND helped solve a knotty logistical problem in Phoenix. YaY us! The princess was saved. The world was rebalanced. We had a party!


Slot 8. Soft Cimmerian: No Mirror Has Two Sides (GM me)

Well… this was the ninth? outing of the Soft Cimmerian game, now a closed-game not open to new players. #softcimmerian #acus2018

the plot was a bit of social ninja work by one PC who can mask his presence from those of lesser Psyche, so he shared out a tale of anxiety and mystery: the crown princess seemed to have an aura that paled and wavered on social occasions. Eventual reveal: the 8-year-old was dying of a rare Chaosi war-poison. She’d been harmed right under the noses of all her significant security layers.

Lots and lots of interesting reveals to Rebma history, the burden of thrones, and how complex Rebma politics can be as a comparison to what is known about Amber politics (reflection of, where the King is always right.) Moire is not always right.

A scary plot that could have broken important NPCs or seen some dead— if the Gallants of the Glass did not do some very heroic measures. So they did commit fully and wove a great story through the minefield of plot tragedy.


wayfinding, zero dice infinite worlds

Three small paragraphs in the rule set describe the power of Wayfinding for a Warden of the Stair.

Wayfinding. Wardens have an instinctual understanding of where a mundane door leads, or where one of the Doors of the Grand Stair opens to. This ability is like an internal compass, leading the character in a needed or desired direction. It can be countered through some of the disciplines used by Masters of the Grand Stair.

Wayfinding can be used in the Gossamer worlds, Domains, and within the Grand Stair’s entire span (though there are parts of the Grand Stair where it is possible to get lost, even with this ability).

With the Wayfinding ability, a Warden can find a specific place within the Gossamer worlds if the Warden has some idea about the nature of the place or even one specific part of it. Additionally, the Warden can find an ideal Gossamer world that suits a particular criteria, no matter how idiosyncratic that criteria may be. If the Gossamer world has Doors, the Grand Stair can open into it, and a Warden can find the way there.

This is much more powerful than shadow walking from the Amber Diceless, IMHO. However, Doors are the limiting filter. While Corwin can find a deserted tropical island paradise with plenty of food and water and rest up, a Warden can only find such a place with a working door, indicating past construction and people, that may now be gone.

Some references to shadow walking in ADRPG are here and here (Rule of Three).

Note explicitly the rules allow the Warden to find specific places inside the Gossamer world if they have information about the place they are searching for. (Whereas, sometimes returning to a specific place with shadow walking is problematic.) Wayfinding gives you a compass sense inside the world.

This is a very powerful narrative changing device. Examples follow, “GM I’d like to walk to a Door….”

  • where the #1 bestseller is “Understanding and Working With Mnemon For Dummies”
  • where the ubiquitous nanites in the air will interface with my mind and explain how to fully control my Dragon Powers!
  • where there is a huge waterfall
  • where I can find the person trying to kill the Dragon Empress


IMC, the first three examples are legit and the fourth fails. The first three exist somewhere, if not in the gossamer you are within. The fourth example imagines an indeterminate future where you will find some copy of a person from a specific set of events in a specific gossamer that has not happened yet. That does not work.

Why? Because of the Rule of Three. Because you have to imagine a baseline of three qualities to your search. Test each example above.

  • You have met Mnemon so you can picture her, her world, and what sort of personality mystery she represents. You shall find something on the Stair.
  • You know about Dragon Powers so you can imagine the Dragons, the nature of the powers, and what sort brain changes may be needed (such as neural pathways, rote practice, and additional sensory learning). You shall find something on the Stair.
  • You’ve seen waterfalls, you’ve seen mountains, and you expect they have common patterns of gravity.

How long does the search take? Well, again, ask the PC what three filters are they applying to the search and rank them. Is the huge waterfall…

  • huge, waterfall, near to me
  • waterfall, huge, safe
  • near to me, waterfall, huge
  • waterfall, huge, fresh water

The Warden is juggling these factors, putting their own ‘spin’ on the culture/experience bias and seeking within Infinity. Something will come up, but how useful it is (IMHO) would be GM finesse. Certainly, the GM is allowed to ask a few clarifying questions of the three values chosen.

And, if the PC has high Psyche, and/or Good Stuff, this will affect the ease with which the destination is revealed.

Does this mean Wardens of low Psyche cannot find complicated things? No. It does mean there is a baseline of expertise given with the Warden attunement. So start with the Rule of Three. If the Warden is very experienced (certain region of the Stair is written into the PC background, or some years walking the Stair), the GM can help out a bit with easy answers. If the Warden has bad stuff, even the baseline three things may show adverse complications along the way. If the Warden has high Psyche, you can add some qualifiers to the Rule, ask for four things, or ask the PC if they wish to avoid seeking something that is already controlled or owned by someone powerful.

Let’s return for a moment to the ‘indeterminate example’. A murder. Can you solve mysteries with the Wayfinding power? I would say yes, only if you bring puzzle pieces together and seek the missing bits.

So the Empress has been assassinated, but no one can figure out who did it. The Warden seeks to find the person responsible for a determinate event that has happened.

The Warden knows, where it happened, how the victim died, perhaps knows the murder weapon. This would count as three things to narrow a search for the murderer, understanding that the assassin might know all about Warden powers, and have left bad clues to send you on a wild goose chase! Let’s say…

  • the Empress did not die in that room, she was moved there
  • the weapon found is not the murder weapon
  • the body found is not the Empress

You can see how some mysteries will work much like other detective fiction, ie, disproving assumptions and finding the real evidence to trust.

Search times: consider the more rare or specific your search, the longer it takes for you to find what you seek. “GM, I’m going to look for a custom armor that fits me, it is invulnerable to damage, it is currently sitting in a broken abandoned castle without guards.”  You’ll get a compass response, a direction, but it may take you a year to get to the gossamer world where this thing exists. And Wayfinding rules as written does not tell you how long to find the thing you seek.

The wilder your imagination, the longer you may be looking. Or not? Perhaps the PC’s wit will provide an interesting adventure?

So, rather than waste story time chasing stuff in the Infinite Stair, I shall tell the PC, yes, you sense the direction, it is very far away. Are you going after it?

Talk to your GM in session zero before the game starts about the baseline of such powers in play.

the blog with the INTP

INTP – The Thinkers

The author of is of the type INTP.

The logical and analytical type. They are especially attuned to difficult creative and intellectual challenges and always look for something more complex to dig into. They are great at finding subtle connections between things and imagine far-reaching implications.

They enjoy working with complex things using a lot of concepts and imaginative models of reality. Their ability to grasp complexity may also lead them to provide overly detailed explanations of simple ideas, and listeners may judge that the INTP makes things more difficult than they need to be. To the INTPs’ mind, they are presenting all the relevant information or trying to crystallize the concept as clearly as possible.

GM responsibility and extending the rules

In a post from last year, I offered this:

My GM solution to gaps in the rules (or a PC’s back story) is that this is where the GM has to step up and make it all reinforce the narrative. How can I strengthen the story? How can I speed up the game? How can I make the group thread together more strongly? How can I illustrate the wonder of the Grand Stair through these little details, and also make it more exciting for me to be part of the canvas shepherding this narrative along?

So when do you extend rules (as Player or GM) and when to you keep RAW (Rules As Written)?

[edits follow, thanks to comments by Kit Kindred]

Perhaps your philosophy of GMing is that there should be no GM story challenge, no overall narrative, that in fact, everything the Player Characters want to do is ALL that is driving the game. This role then is the GM as a living referee judge. In a case like this, you may seek to stay as close to RAW as possible. Don’t invent new powers, as they will have a bias of the GM’s invention. Don’t invent new civilizations, but grab them from the PCs vague descriptions of worlds they are seeking. Don’t invent villains, as you can make them purely from NPCs opposed to the goals the PCs have discussed or agreed to.

Certainly do not twist powers or abilities within the framework of the game rules to do new things or favor a single PC. And since no rule set is perfect, what do you do when the PCs discover a flaw or bust in the rules? Probably the thing to do is to sit down with the gaming group and talk it through.

The example is spurious, and not terribly serious:

“The experience rules are broken weird, because Ted can take his character to the Bwang Confederation, where he has Control of Time Flow, where he forces time to 36 times the rate in the Stair. He can set up battles, cause wars, and challenge monsters there, and when he comes back in a month to rejoin the group, his PC has gained an experience point per year that gives him 3 points the rest of the group does not have. What do you all think? How shall we address this issue?”

Hopefully this sort of rules jiggering is not normal in your group.

Don’t think as a GM you can solve a group dynamic, or mechanics issue without an out-of-game conversation. The reason for fun is a group experience. It’s a game shared, so share the solutions to the bumps and pitfalls.


Why would the GM create or tweak additions to published RAW? Why read the rules and decide to do things differently? A short list of reasons could be:

  • Many Players do not want to read the rules, and therefore have no interest or background to judge the mechanics. For this group, the GM is trusted to keep things working and fair. This will mean invention and tweaks from the GM.
  • Many rule sets have been play-tested for months, but games can last years, and go places that the designers never foresaw. Narrative or mechanic problems may arise.
  • Some Players will skim the rule set, note things that are objectionable to fun, and ask for tweaks. Ask me about my (insert politics here) agenda! As just one example of this, the canon Zelazny Amber material includes torture and patriarchal gender slams.
  • Sometimes a rule set misses the genre by a little or a lot. A Buffy game where the strength of women is -3? No way. A gods game where there is secretly a power the gods don’t know about? Well, that sounds odd. A game emulating a book where the main book protagonist turns out to be evil and must be stopped? Why did I buy this game?
  • Power levels are assumed in the rule set, but what if you’d like a smaller story, with PCs who have less power? Or what if the group wants to play the monsters but not the mortals?

A longer examination of reasons could be knowing your audience and/or having a big picture in mind, and the idea that a few tweaks will reinforce the world building in a way that is not clear in the original rule set. This gets off in the direction of mashup rules and perhaps is beyond the point.

And when the rule set tries to define an Infinite Stair, one might expect no single rule book is going to cover it all. That why supplements and extensions are fun.


convention-al gaming meme

Yes, there is a meme going around where you name 10 bands you’ve seen in concert except one is a false flag. Or you name 10 RPGs you’ve played and one isn’t true.
So here you go, somehow when I woke this morning, I had a list of games I’ve offered at Ambercons. But which one is fake? How many have you enjoyed?

House of Justice and Doom
House of Intrigue and Foxes
House of Midnight and Fire
To Gran Ma Mare’s House we go…
Changing Hands
The Pendrad
House of Shroudlings: a Farewell to Spikards
House of Daring and Laughter
The Black Watch Must Die!
StairWay Perilous!
The Dead Tell ‘Know Tales’
When you have Illuminated the Impossible
Empire of the Gleaming Banner
Bloody Grievance
Five Sides to Every Story
Agents of the Argent Rose
Clandestine Chronicles of the Cobalt Charter
The Soft Cimmerian

Oh… well ten or eighteen the list size does not matter. Have fun!

No, there is not a prize for finding the fake one.

Brothers, Sisters, may the Force be With Them…

On the death of Carrie Fisher, my thoughts whirl to Amber history of kick-ass fictional protagonists.

Observations on the family by Corwin (who is wrong a lot): number of Oberon’s offspring (pg numbers maybe Great Book of Amber, see this page):

Page 60, “There had been fifteen brothers and six were dead. There had been eight sisters, and two were dead, possibly four.”

Page 173, “Actually, I am surprised that the family is not much larger. The thirteen of us, plus two brothers and a sister I knew who were now dead, represent close to fifteen hundred years of parental production. There had been a few others also, of whom I had heard, long before us, who had not survived. Not a tremendous batting average for so lusty a liege, but then none of had proved excessively fertile either.”

So any thoughts readers?

IMC (in my campaign) it shakes down this way, bold are dead when Corwin comments, italic are my invention:


Forgotten times (?), many

Ancient era (3), Benedict, Osric, Finndo

Historic era (8), Eric, Corwin, Bleys, Brand, Caine, Julian, Gerard, Random

Modern era (4), Delwin, Dastard, DeWinter, Dalt

“…and six were dead.” Which per Corwin works if he believes Dalt, Osric, Finndo, and three unknowns are gone (say all of Deela’s kids). It is canon that Benedict killed Dalt in battle (except he survives). Do you make something of these unknown brothers when you play the game? Serious threats to the throne?

Do you ever involve the Forgotten?

IMC (in my campaign) it shakes down this way, bold are dead when Corwin comments, italic are my invention:


Forgotten times (?), many

Ancient era (2), Nanna, ShaRa

Historic era (4), Deidre, Fiona, Llewella, Florimel

Modern era (4), Mirelle, Sand, DoBlique, Coral

“…and two were dead, possibly four.” Which per Corwin works if he believes Nanna and ShaRa are certainly dead, while Mirelle and DoBlique are probably dead. We know that Someone has died walking the Pattern, because even though no one wants to talk about it, there is some Ancient era, or Forgotten era ‘well known’ case that everyone is aware of within the history.

IMC, that is Nanna, who dies mid-Pattern. In Roger’s other words elsewhere, it may be Mirelle, or not. My numbers don’t match Corwin’s eight sisters. Coral and DoBlique can be excused from Cowin knowing which end is up.

Notice how I arranged the unknowns to useful backstory purpose. ‘Modern names’ are not important enough in Corwin’s eyes. Ancient names are pretty much gone before Corwin is born but are lessons to be learned.

IMC, the lessons are: Osric and Finndo, betrayal of the Throne. Nanna, deadliness of the Pattern. ShaRa, the power of the Bloodcurse at death.

Again, do you ever involve the Forgotten?