And it has the same social contract as AD&D.
Don Woodward came up with Carolan, noble and forthright, an honest innocent among the cynics of Amber. . . Carolan was a Good Stuff kind of guy. Trusting, honest, and earnest about Amber. As Game Master I stomped all over him, abused his trust, and sent the worst of the elder Amberites to manipulate him shamelessly. . . Carolan, embittered by fate and his own gullibility, managed to maim a feared Uncle, and kill a beloved Aunt. He experienced betrayal of his every honest emotion. And turned to denial, denying responsibility for his own actions.Don, the player, complained bitterly about a game where nothing was "fun" and where he found pain everywhere. Worse, he seemed to bring pain to everyone he loved.Eventually he got through it. Full circle, Carolan faced his guilt, and conquered it.
As a GM, you would not be able to drag that story out of me. Hell, as an author, if I ever felt compelled to write, "playing Amber is not always a pleasant experience . . . sometimes it's sheer mental torture" I'd be forced step away from the draft and contemplate my life choices. I mean, I trust I'm not being too much of an uncultured swine by believing that these silly little games where we get together with our friends and tell each other stories should, in almost all circumstances, be fun. Or, at least, attempted fun.
But I don't actually believe Erick Wujcik tortured his friends with manipulative mind games. I think he's trying, without the proper vocabulary, to inculcate an author-stance approach to character ownership. The idea that seeing your character face hardship, and suffer defeat are actually a reward, because having things to react to, having melodrama to milk for spotlight time, having hooks for unexpected character development - these are also fun.
And this, too, is a cultural bias. It's aiming for pure story in an environment where "there's an attitude among some people that roleplaying games have to be cold and calculating. . . that players shouldn't get emotionally involved in their characters." We're seeing the shape of Amber Diceless's ambition in the ideas it feels compelled to push back against.
I can't help but see an ironic echo in the OSR movement. Amber is out here feeling like it's using solicitousness to the scene's sensibilities as a way of buying the opportunity to be radical in its mechanical form, whereas OSR is trying to use a conservative approach to mechanics as a way to recapture older scene sensibilities. I also can't help but think about White Wolf's storyteller system, which saw its debut in the same year as Amber Diceless. White Wolf would push, in its Storyteller chapters, a sensibility very much at odds with the "old school" scene, even as the actual rules of their games were about as traditional as it's possible to get. If, somehow, you could combine Amber's near-free-form rules anarchy with White Wolf's English major approach to gamemastering, you could make the most pretentious indie game anyone's ever seen. It's wild to think that the technology for this theoretically existed as early as 1991.
I suppose I should, at some point, address the game's setting. The premise of Zelazny's Amber novels is that our Earth and everything in it is not "real." It is, in fact, but one of an infinite number of "shadows-" alternate universes that are somewhere between dreams, fictions, and unrealized possibilities. The "real" world is a place called Amber, and Amber's royal family has the unique magical ability to "walk through shadow," essentially allowing them to use the infinitely varied multiverse as their personal playground.
Metaphysically, I find this concept to be absolutely fascinating. In our everyday lives, we can notice a difference between the experience of dreaming and the experience of being awake. . . but only when we are awake. While we are awake, we notice an extra "realness" to our perceptions, and when we are asleep, we are not capable of perceiving the lack. So what if our waking lives were not the bottom of that particular hill? What if there were a deeper experience of realness, a waking beyond waking, and we forget it, just as we forget normal waking while in the throes of our dreams? What if your whole life was spent in this middle ground, this . . . dare I say it, shadow? And then, one day, your life was interrupted by one of the truly real people?
What would that feel like? What would it even mean? Sadly, the Amber novels don't really get into it. The infinite shadows are primarily used as a backdrop for some interesting, well-written, but fairly unchallenging pulp adventures. Though I doubt it was an intended message, the series kind of gives off the vibe that only aristocrats are real human beings.
But as a setting for an rpg, the world of Amber and its shadows are an admirable compliment to Amber Diceless Roleplaying's near-freeform system. Having a private universe where everything is exactly as you want it costs 1 character point (out of 100 for a standard character). The default attributes are enough to put you at a "comfortably superhuman" power level (I'd say upper street-level scaling) and you can buy additional supernatural powers on top of that. You definitely get the feeling that your characters are reasonably beyond the need for dice.
The fly in the ointment is that, for all the PCs' power, the canon characters from the books basically run the place. They're called the "elder Amberites" and the PCs are meant to be their children. You're a badass compared to almost everyone in the multiverse, but as far as mom and dad are concerned, you will always be a baby. This is only barely a metaphor. Corwin, the narrator of the books, ranges from 300 to 500 character points. Player start with 100 points and are supposed to get 5-20 per major adventure. It's theoretically possible to triumph over them, if you can persuade the GM that your plan is sound, but you'll never get out from under their shadow.
I suppose it's properly thematic, all things considered, but there's a timidity to it, like we couldn't really be trusted with the keys to the Amber universe. I do appreciate that each canon character has multiple possible interpretations (both character-wise and in their stats). The setting may be a playpen, but at least it's not a railroad.
Overall, I'd say I . . . toxic frenemied Amber Diceless Role-Playing. Like, I'm kind of obsessed with how cool it can be, but I am definitely not up for paying the price of admission. I want something almost exactly like you, but without the . . . you know . . . baggage. So let's say instead that it's one of my favorite historical artifacts, and leave it at that.
Ukss Contribution: Going real basic with this - an aristocratic family where everyone is constantly scheming against each other. Sometimes the classics are the classics for a reason.
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