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Alternative Amber Game (Design Thread - Take 2)

Started by SaintAndSinner, December 04, 2007, 12:51:07 PM

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SaintAndSinner

Since Story Games isn't helpful I'm going to start posting this over at my LiveJournal.  Any comments or suggestions are appreciated.

http://johnpaul613.livejournal.com/
Warning, Warning - The above text contains opinions. If these cause consternation, stress, mild headaches, hair loss, or poor performance, you should immediately log off the web, go outside, and get some fresh air. Not intended for use by small children. :)

finarvyn

I enjoyed reading your rules so far, but have some reservation about the level of numbers assigned for conflict resolution.

I've always been torn between a totally freestyle combat system (no numbers, interpreted by the GM) and a totally fixed combat system (all numbers and modifiers, little interpretation needed) and yours seems to be somewhat in the middle. Maybe yours is a good compromise, but somehow it doesn't grab me yet.

This has always been a personal problem for me, the fact that the ADRP rules system is supposed to be totally freeform but I tend to want to impose numerical structure to the game somehow. I've never been happy with the results.

Perhaps once I see more examples or try it in actual play.... :cool:
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Otha

I have yet to actually try it out, but my LARP-y rules are intended to give players the tools to play out conflicts with the confidence that their abilities matter, with room for description and roleplay in between figuring out "what happens"... all without requiring the players to reveal to each other the full extent of their power, and without needing a gamemaster to intervene.