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Topics - finarvyn

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Okay, so this is a total long shot, but here goes....

Years ago I remember finding an ADRP campaign website online where the author had ranked attributes of the Elders of Amber by narrative terms like "very good" or "poor" instead of the traditional ladder or by point values. (I don't think it was a FUDGE Amber page, although the terminology might have been similar.)

Anyway, I've been looking for it again and my Google-fu is totally failing me. Anyone familiar with this site? Anyone able to provide a link?

Genesys is the "generic" RPG rules set for FFC's new settings. The rules are based on FFG's Star Wars RPG and make use of funky dice with funky symbols on them. The other thread (2E Amber) where folks were discussing dice with Amber got me wondering if Genesys wold be a better "with dice" fit than most of the other RPG systems out there, for folks who are willing to put dice in their ADRP.

What I would like best would be to find someone who is familiar with both ADRP and Genesys. (I've played a couple of sessions of Genesys but don't really feel like I know the game that well yet.) Here are a few on-the-fly thoughts on an Amber-Genesys blend:

1) I was thinking that one would use the four attributes (Psyche, Strength Endurance, Warfare) instead of the six stats in Genesys in order to preserve the spirit that Erick created in ADRP.

2) Attributes are ranked by numbers of green d8 dice. I was thinking that Shadow might be one die, Chaos two dice, Amber three, Amber Ranked 1-25 four dice, Amber Ranked 26-50 five dice, and Amber Ranked 51+ six dice.

3) Buying Powers would be a lot like in ADRP. Most of the powers would be Psyche based. You'd have zero dice unless you buy the Power, then default to your Psyche number of green d8's when you buy the Power. Moving from standard to Advanced to Exalted might be changing green d8's into yellow d12's.

4) Health would be based on Endurance. Soak based on Strength.

That's what I have so far. My thought was to try to keep the base system from ADRP as much as possible, but to add in the Genesys dice in cases where a GM would arbitrate in a regular ADRP campaign.

Anyone play both ADRP and Genesys? Thoughts and feedback are welcome.

The thread on new versus old RPGs in the "Pen & Paper Roleplaying Games (RPGs) Discussion" section got me thinking about rulebooks and how they are written. Naturally, my thoughts drifted to ADRP and what I would do if I was in charge of the franchise. I know that this is not at all a new topic, and the probability of ever seeing an actual ADRP 2E is approximately zero, but I'd be interested in hearing what others would do with a chance to redo the rules.

1. Combine materials from the Core rulebook with Shadow Knight.

I know that some folks love Merlin's books and others despise them, and so there isn't an easy way to make everyone happy, but if I was in charge I would keep any of Erick's rules all together with the idea that some campaigns might allow certain options while other campaigns might allow others. I would keep Erick's actual words as authentic as possible, only re-organized.

If I could add in Jason Durall's Rebma sourcebook, I would do it. All of those materials seem pretty canon to me, as far as the ADRP rules system goes.

2. Divide everything into smaller chunks.

What I would do is divide up the two-book mass of material into a Player's Guide and a GM's Guide. (Perhaps a third volume, the Scenario Book.) I figure that the two new volumes would each be roughly the same thickness as the current two books, but probably more useful.

The Player's Guide can have information about the auction, the cost and details about the powers, how to spend character points, and other information key to putting together a character. It would include the general terminology behind the Amber universe so that newcomers could get a feel for the setting.

The GM's Guide would include Elder options, all of the examples of how to run a game, and other campaign information. The Scenario Book could be included as part of the GM's Guide or its own thing. I'd have to count pages. Basically, all of the stuff that talks about throne wars and other potential scenarios would be included here.

Re-reading the ADRP rulebook for the Nth time, and I started thinking a bit more about some of the NPC Elders presented by Erick in the rules. Several of the characters have "exalted" levels in certain powers such as Trump Artistry and Pattern.

What do you suppose "Exalted" is supposed to represent? I mean, characters with Pattern can do a little of everything and those with Advanced Pattern can do more of everything. What additional powers might Exalted Pattern come with, and was Erick ever planning a sourcebook that covered this level of powers? (It's been a long time since I read my Amberzines, and perhaps he answers this somewhere therein.)

I've often heard that the attributes given in ADRP don't match the characters as presented in Zelazny's tales, but I'm not sure that I've ever seen a solid attempt to stat out the characters in a more "realistic" way. There are a few examples of character-to-character conflict (such as the duels between Corwin and Eric) and a few examples where various feats are accomplished (such as Random and Corwin lifting a car), so I was wondering if anyone has taken the time to compile a list and tried to put everything into a more "realistic" scale.

* For example, I noticed that Flora is of the opinion that 6 wolfhound dogs are more than enough to take out Corwin.

* Also, Random runs away from a certain number of shadow creatures who are chasing him through shadow. Random and Corwin together fight a number of these as well. (I'd have to go recheck specific numbers, but I'm pretty sure they are given in NPiA.)

I'm pretty sure that there are a number of specific cases where one can define attributes "better" without trying to balance points. Has anyone tried such a thing?

I'm reading Nine Princes in Amber for the Nth time, and it occurs to me that Charisma might be an important attribute not covered in ADRP. A few semi-random thoughts:

1. Corwin spends a lot of time early on giving his impressions of the Princes and Princesses of Amber. Clearly some like Flora come off as being highly charismatic, whereas others like Julian do not. This may be a slanted viewpoint as it's Corwin's instead of that of an impartial narrator, but it does appear that some characters gain social advantages due to attractiveness or oration or other factors that might contribute to charisma.

2. I know that my campaigns historically have been very true to the rulebook, and I try to stick to PSEW attributes with almost every campaign I run, however using Psyche to represent Charisma seems lame. Also, just saying "play it out" is okay if the players happen to be extraverts, but not all of my players do that well. This means that a wallflower type player is always stuck playing a wallflower type character, as opposed to characters whose other attributes may have no correlation to the player's abilities.

Anyone work with a charisma stat, or use psyche, or have any thoughts on the issue?

I've been debating if this is an ADRP topic (small following) or a General RPG topic (large following). I finally picked ADRP because I think it's more relevant here, although I know that this would be seen by more viewers if I put it in general.

I've often felt like any setting which is appropriately power-heavy and cinematic could be a good fit for ADRP. Recently I re-watched Man of Steel and Superman v Batman and the new Wonder Woman movie, and I can't help myself -- I start thinking about how one would stat out the characters using ADRP stats. I'm sure I made similar comments on other threads somewhere hereabouts regarding Arrow or some of the other superhero TV shows, so this isn't the first time I've thought about this stuff. I have several players who aren't "into" Amber but love comic book heroes, so I thought that a campaign like that could be a lot of fun and a sneaky way to introduce them to Amber Diceless.

A couple of questions to ask:

(1) I'm aware of the free superhero ADRP rules out there (Attack of the Mutant rules, or something like that) but have never tried to use those point systems to build characters. I am curious if anyone has used those rules and to what success.

(2) Also, I'm wondering if there are any sources where Marvel or DC ranked their hero abilities in any way. (Is Superman faster than Flash? That sort of thing.) I need to hunt around for my old Marvel Super Heroes rules because I feel like they had a ranking system there, but I have no idea if there is an equivalent for DC characters. Having an actual number for each stat would be nice, but since ADRP actually uses ranks then I wouldn't need anything more than a rank of top to bottom.

Suppose we lived in an alternate universe where Roger Zelazny was born a quarter century after his actual birth date, so that he would be in the prime writing phase of his life right now. And, as Roger just had a nifty little idea for a world called Amber, he would sit down to write it now instead of in the 1970's.

How would it be different?

For example, I don't think that smoking is as prevalent now as it was in the 1970's, so I doubt that there would be so many scenes with folks lighting a cigarette unless Roger wanted to recapture that 1950's pulp feel.

Also, large books weren't as common back in the 1970's as they are today. (My hardback Lord of the Rings is something like 1100 pages; the newest Jim Butcher Cinder Spires book is over 600 and it's just the first of a series.) Now that GRR Martin's gigantic Game of Thrones books are out, as well as Robert Jordan's Wheel of Time and so many others that fill the shelves of B&N, it seems like the thick and hefty novel is the norm and it's possible that Roger would have written something much more wordy than what we got.

What about main influences. In our world, guys like Neil Gaiman and George RR Martin were influenced by Zelazny. In this alternate world, where other guys came first, who might have been Roger's inspiration and how might they have changed the style of Amber?

Sorry if it's a dumb topic. It just popped into my head and I was curious if anyone had any thoughts on this.

Other Games / Big Trouble in Little China card game
« on: April 08, 2017, 10:26:28 AM »
I heard that there is a cooperative card game based on the movie Big Trouble in Little China[/b, which is a movie I find really cool. It is supposedly based on a "legendary" product line that has superhero games and firefly and perhaps others.

I'm a big RPG guy but basically have no experience with cooperative card games. Anyone here play BTiLC or other legendary games? Are they fun? Easy to learn? Require much setup? Any info would be appreciated.

I'm not sure why this has been floating around in the General RPG section and not moved over here, but in case you have missed it there is discussion about a new Amber TV series in development.

Years ago I had a wonderful conversation with Erick about what to do when one character faces multiple foes. His advice was to break the conflict down into many smaller (one-on-one) confrontations and deal with it that way, where the character faces first one opponant and then another.

Erick always made it sound so easy. (And if anyone has more to say on that topic I'd be interested in that discussion as well as my main question.)

However, while re-reading Nine Princes in Amber for the Nth time, I was struck by the battle up the stairs of Kolvir. First Bleys fighting a seemingly infinite stream of guards, then Corwin taking up the slack. As a series of one-on-one Warfare conflicts Bleys (then Corwin) clearly win each one, which tells me that the stroll up the staircase is really one of Endurance. This made me wonder how other GMs handle this sort of situation.

I think that Erick would say "you created the situation so you know who will win" but that's cheating. Perhaps Erick (and Roger) would decide that we aren't really counting the number of guards on the stair, but instead are looking at this as a single long-running confrontation. (A lot like invoking a "mook rule" where the group of guardsmen count as a single collective foe.)

I'd like to hear what others have to say on the topic. Anyone want to weigh in on this?

Okay, so it's a Disney movie but if you can look past that it seems like a really interesting setting which is very Amber-like in many ways. Particularly for someone who wants to introduce ADRP to kids.

The basic premise is that the characters are high school aged sons and daughters of the classic Disney heroes and villians. The movie focuses on the daughter of Mallificent (Sleeping Beauty), the daughter of the Evil Queen (Snow White), son of Cruella DeVil (101 Dalmations), and son of Jaffar (Alladin).

Good guys include Belle and the Prince (Beauty and the Beast) who are queen and king of the land. Characters seen include their son, the sone of one of the seven dwarfs, daughter of Aurora (Sleeping Beauty), and so on.

There are a couple of items of note: the spellbook of Mallficent and a hand morror of the Evil Queen.

As with Amber, part of what is interesting to me is the notion that the PCs are the sons and daughters of Elders.

A couple of questions:
1. Has anyone else seen this movie?
2. Has anyone thought about statting out characters in ADRP terms?
3. Has anyone tried to do some sort of "ADRP Disney" with kids?

My wife bought me the first two seasons of the TV series "Arrow" and we've been watching it together. As I watch, what runs through my head is that this would make an awesome ADRP campaign.

I've occasionally thought about running a superhero campaign with the ADRP rules set, but this one is the first to really get me thinking seriously about it. Most superhero settings seem to revolve around folks with mutations and cool powers, but Arrow has mostly regular folks who have undergone extensive training and hardship to get where they are. So what makes this setting different?

First of all, pretty much every character has secrets and has some sort of agenda. The NPCs aren't just sitting around waiting to interact with Green Arrow, but instead they are all doing stuff. Keeping track of who knows which secret almost requires a scorecard.

Also, it seems like it would be easy to fit the ADRP stats to the setting.
* Most characters seem to have some degree of martial arts training, and there is a decent amount of non-weapon combat. (Strength)
* There are plenty of folks who use weapons, mostly guns and bows. (Warfare)
* While we haven't encountered magic or mental powers yet, seems like there are many instances where a character has to try to shrug off the effects of a drug like sodium pentathol. (Psyche?)
* Who lasts the longest is often key to combat. (Endurance)

So ... if you've seen Arrow do you agree with my assessemt, or if you have run a superhero campaign with ADRP tell me how it worked out.

I bought this new RPG from Fantasy Flight Games as an impulse buy at my local game shoppe. A few thoughts and/or comments:

(1) I guess there are 4 books in the "series" and only the Zombie one is out yet. All focus on the end of the world. One is an alien invasion and I think one has Cthulhu-like gods taking over the world. I forget the theme of the 4th one.

(2) It doesn't use funky dice. All d6's. You have positive and negative dice of different colors, but that should be easy enough to find. The basic conflict resolution mechanic seems pretty easy to run.

(3) It assumes that "you" are interacting with zombies (or whatever) in "your hometown", which is kind of cool. There are rules as to how to create a character which is a fantasy representation of "you" (as opposed to running some superhero character). Seems like finding good maps of my home town area could be a pain, but I like the concept.

Anyone else seen it? What do you think?

Looks like Goodman Games has decided to throw some support into 5E, as opposed to exclusive support to DCC.

Fifth Edition Fantasy #1: Glitterdoom
A level 3 adventure for 5E, by Michael Curtis

Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace?

This all-new 5E adventure module includes a new dwarf sub-race and a new PC background!

Fifth Edition Fantasy #2: The Fey Sisters' Fate
A level 1 adventure for 5E, by Chris Doyle

The cries of battle echo in the rustic wilderness, as a pair of fey sisters defend the ancient Briarwood against invaders. When the town of Bur Hollow sends militia men to support their fey allies, they disappear without a trace. The adventurers must enter the Briarwood and save them!

This all-new 5E adventure module includes two new spells and a new PC background!

Both are supposed to be released at GenCon!  :D

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