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Author Topic: Drowning the Players in options  (Read 703 times)


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Drowning the Players in options
« on: August 19, 2020, 12:14:18 PM »
This game is about the multiverse. Literally anything can happen in it. At the same time the opposite is true. This game is about a fixed reality that is objectivly the most imortant thing out there, non plus ultra. Existentionalism abounds. So when GMing this game is it possible to overdo it? I mean give too many threads, too many hooks, too many balls in the air making everybody at the table hang on desparatly to the main plot like a man hanging on from a ledge about to fall into an Abyss?

My game has new players to Amber and im an inexperienced GM. The players said they want to experience some Shadows in the vein of other RPGs or some better known properties. This is no problem for me, i have stuff planned since session one for this eventuality. The thing is, i dont think they know they are allowed to just do it, forget the main plot and just ride into the sunset. Im not sure if im doing it wrong.


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Drowning the Players in options
« Reply #1 on: August 20, 2020, 11:39:39 AM »
Given that the universe is wide and time is literally flexible, I would let the players indulge and build their involvement in the setting.  The main plot will find a way to snake itself into their lives and when that happens, the players will be more invested.
You can find my solo Tarot based rules for Amber on my home page.