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[Amber] Power Questions

Started by noman, October 03, 2013, 01:50:13 PM

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Taewakan

Playing poker.
You can play the cards, but if you want to win, you have to play the players.

I had a long-time player try to fly his version of the USS Enterprise over Castle Amber. Certain Advanced Powers will allow a character to try this. Apparently the breath weapons of the dragons guarding Amber were stronger than the photon torpedoes and phasers on the ship. The dragons' scales were stronger than the armor and shields of the ship too.
I had a couple other things like the idea that even with Advanced powers the presence of the Pattern creates an eroding effect on technological impositions. The higher a character's Psyche and Endurance, the longer it takes for their technological imposition to break down, but break down it will. The Player took the hint and became a squadron leader for the dragon forces under Julian.

No. My versions of the Elders is not static. They grow and learn too. Imagine Elders that never really grew up and retain an adolescent's ability to soak up new information like a sponge. These are MY Elder Amberites. Playing them keeps me young. :D

I believe in dramatic imperative, but I also believe in genre imperative too. Playing in a game like Amber is kinda like visiting the Nine Hells where custom and tradition ARE law. We are, after all, dealing with living archetypes. IMO the gods of any given shadow are based upon the royal family.
Including the NEW gods.

I also encourage my players to create new powers. One created a healing power that was extraordinary... but it acted like a charm person spell on whoever was healed, making them fall in love with their healer. :D
Aellidwyn loved being needed and hated at the same time.
And yes, that is how she controlled the dragons that she provided for Julian.

Ah - sweet nostalgia!

No. I do not ever run out of pennies.