Game Book - ACNW 2003

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Thursday, November 20, 2003 - 7pm to midnight

Amber for Significant Others
 

GameMaster: Jennifer Crice, Cort Odekirk

   
  Game Description: Other; N/A

For those of you who have yet to experience Amber Diceless Role Playing but hear about it endlessly from your spouse/friend/family member, this is your chance! Join us to learn just what Amber is all about before you dive headlong in the rest of the AmberCon weekend. The session will include a lecture, Q&A, tutorial on how to create an Amber character, and a short adventure to play in.

Setting: N/A

Character Instructions: N/A

Player Information: Minimum: 2 Maximum: 20+

Players need not contact the GM(s) in advance of the convention.

NOTE: Sorry folks, no matter how tempting it might be, don’t sign up for this game unless you fit the bill.

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Basic Training
 

GameMaster: Stephen Acton

   
  Game Description: Strategy

You have always known you were special. You are meant to lead. Power is your birthright. So when the old guy at the bar started talking about how noble and powerful you looked, it just made sense to you. And, hey, as long as he was buying the drinks you were willing to listen to his flattery. He was charming and seemed harmless enough. However, now that you have woken up in a strange room with no idea how you got here, that might not have been your best display of good judgement.

This game will have a "reality show" feel where the PCs will have to work together to get what they want, but there will plenty of opportunity to scheme against one another.

Setting: Sometime before the Corwin chronicles... The whole of the game will take place on the grounds of and inside The Mansion (the place where you just woke up).

Character Instructions: 100 points No Pattern, Logrus, or Trump Mastery. +/- 5 Stuff limit. All other powers available with suitable explanation and negotiation with the GM prior to the game. No advanced anything. Characters should be young, late teens to early 20s relative age. Characters with ambition will do well in this game. The characters do not know who their real father is; desire to know him is a must. Whether you want a tearful Oprahesque reunion or a chance to ask your father, before he dies, what 3 feet of steel in the belly feels like (or somewhere between those extremes) is up to you. I'd like to get as much work done before the con as possible so 10 extra points awarded to all players who have their PC to me at least a week before the con.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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Cast A Long Shadow
 

GameMaster: Dan Christensen, Ameer Tavakoli, Todd Worrell

   
  Game Description: Tense / Real-time -- Other; N/A

8 Hours... Much can change in 8 hours.

Everythings is going great for Amber since the victory over Chaos 100 years ago. The Courts are a distant friend now, shadow is stable and all the elders are gathering for the 100th year victory party. Even Thelbane has sent well wishers. All is good and well for Amber but that is going to change in 8 Hours.

This game is a demanding high face time game that will have you at full speed until the very end.

It will get you into Con mode fast and set you up for a week end of fun.

In the end there is only one game in Amber and that is survive!

Every 1 hour of game time will represent 2 hours of Amber world time.

This game was originaly run three years ago (No repreat players).

Setting: 100 years after the Corwin books.

No Merlin anything, just enough to make the Chaosians familiar.

Game is about the city of Amber. Don't plan on going on a hell ride to Chaos unless you are doing it real time and will return next AmberCon for the result of your epic hell ride.

Character Instructions: No Chaosians! Let me say that again: NO CHAOSIANS. This is not one of those games where the GM says that then everyone emails them and makes a special deal to be a Chaosian. That is not going to happen. If you attempt to be a Chaosian, have Chaosian power or items you will be playing Ned, the Door Man of Castle Amber, and his negative 9 point self.

You are playing a new generation of Amber Blood. You will have Royal blood parents. You will have 50 points to make your characters with. Ouch that sucks! but that is it. You can take a major power but then you will be sucking wind in the stat dept.

Sorcery does work in Amber but you are limited to 1 spell an hour. This will give you an idea of how taxing it is to cast. So spend the points of sorcery and you will cast a max of 4 spells in the entire game no matter what you have racked.

Random has demanded 100 years of loyal service to his throne before you can 1. Get a trump deck and two walk the pattern. You are all about to achieve this mark.

Magic Limitation.
Only line of sight--- No over the horizon spells. by line of sight we mean about as far as you can make out some an single person. If have a spell list to us before the game you get 1 extra spell to cast for the game. If not. then you are stuck at 1 per hour of play.

Your characters are going to be defined by their service to the throne. This means that everyone is going to know what you do. you may think what you are doing is secret but don't be fooled we will just tell everyone any way. So please make a character that has been a dedicated servant to Amber.

If you have a character to us by email before the game you get 15 extra points. Believe me 15 extra points is going to make a big difference in a 50 point game.

Remember
1. Service to Amber.
a. what you do
b. Why you do it
c. what would every one know.

Player Information: Minimum: 6 Maximum: 9

Players are requested to contact the GM(s) prior to the convention.

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The Great Pyramid
 

GameMaster: Amber Cook, John Worsley

   
  Game Description: Other; N/A -- Non-Amber

Based on Fred Saberhagen’s book Pilgrim. (If you have read the book don't count yourself out, we can happily use you.)

This game combines ancient Egypt and science-fiction, archeology and time travel.

It is not a game where I can reveal much about the premise and set-up in advance, because that’s half the fun, but I can say some things its not. Its not a kill or be killed scenario, the players are not pitted against one another and the characters are not HerosTM. We’re looking for players who want to take on a character and interact with other people’s characters in-character during the game, who like playing out different time settings and cultures and get a kick out of co-operative story-telling.

The system will be a modified version of ADRP to fit the scenario (stats but no powers): Psyche, Strength, Knowledge (skills) and Endurance, from a base of ‘human’.

Setting: 1940s/Present Day US; Ancient Eqypt under Pharaoh Khufu (maybe 2550-2530 BC), Giza Plateau

For an incredible arial view of the Giza Plateau and the great pyramids: http://www.spaceimaging.com/gallery/other_images/pyramids.htm

Character Instructions: Contact me to receive pre-generated character choices on a first come, first serve basis. Choices need to be made in advance of the convention - not at the last minute - so consider this process as much a part of playing the game as what you do at the con.

Some examples include a modern day college student asked to apartment-sit for his or her great-uncle, a skilled Egyptian stonemason and his family of tomb robbers, a 1940s Professor of Archeology turned lucrative “importer”, and a Chief Scribe of the construction of Khufu’s tomb.

You will be able to tailor your character as much or little as you want around a given, fixed framework - the framework we ask you to play out to the best of your ability, so choose your character with this in mind. If some element is going to detract from your enjoyment, let us know and we can probably figure out a good modification.

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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In distant Avalon, Corwin lies dreaming
 

GameMaster: Thaddeus Rice
Game may run late into the evening.

   
  Game Description: Dark / Grim -- Traditional Amber

After Patternfall, the elders of Amber thought all would return to its glorious norm. They were so wrong... Grey skies, rain and thunder fill the days, and violent storms wrack the nights. Dark secrets brought forth during patternfall now fester and rot in the open. The war may be over but the for the victors the aftermath could be worse. gritty, gothic game where the elders cannot sweep their past indescretions under the rug with a smirk.

Setting: A year after Patternfall, no nonsense from the second series. The amberites have returned to a war-ravaged land with the knowledge that their own scheming and betrayal of each other almost brought upon the end of The Golden Realm. Two of their siblings are dead at their own hands, and Oberon is dead as well. Random sits uneasy on the throne and the remaining red-heads secret deals with chaos are well known. Corwin has left for his own pattern.

Character Instructions: Players pick their top three elders from the main novels (minus Corwin, Brand, and Dierdre) info will hopefully be sent before the con to help prep for the game.

Player Information Minimum: 5 Maximum: 9

Players are requested to contact the GM(s) prior to the convention.

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Innocent...of All But Malice
 

GameMaster: Meera Barry, Sean McGuinness, Kingsley Lintz, Louisa Djerbib
Game may run late into the evening.

   
  Game Description: Tense / Real-time -- Traditional Amber

"Self-defense."
"Crime of passion. Murder by any other name."
"Act of war. That's how we got Caine out of it."
"It doesn't matter. It's this, or we don't get our accord."
"You want a sacrificial lamb, Random."
"Can you play the part?"
"Do I have a choice?"
The King took a step back, and pulled on his cigarette. He looked into Fiona's eyes. "No." He shook his head and let out the smoke in one long, smooth line.
"Then yes, I will play it to the hilt."

Characters play Lords (and Ladies) of Chaos who have put the Princess Fiona on trial for the death of their Lord Brand of Helgram. Some will be prosecutors, others defense, but all of them want Fi for their own purposes. They are trying Princess Fiona under Chaosian Law, which differs from Amber's in a variety of ways.

Clues, truth, and lies. Are you up to the challenge?

Setting: Post-Patternfall, first five books are canon.

Character Instructions: This will not be the type of game where you match character attributes, although the pregenerated characters will have statistics. This is a game of wit. You will be guided by multiple GMs and handouts on the vagaries of Court Law, as well as being allowed limited interviews with the witnesses as determined by his Grace, Duke Amblerash, Justicar of Chaos.

Additional description and character information can generally be found on my weblog at: http://www.alkime.org/mtfierce/amber/ Player Information: Minimum: 6 Maximum: 12

Players are requested to contact the GM(s) prior to the convention.

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The Lion In Winter
 

GameMaster: Eric Todd

   
  Game Description: Tense / Real-time -- Traditional Amber

King Oberon has declared this year's Winter Court, and the entire noble family will be in residence for the duration of the festival. Even Queen Clarissa, in her third year of imprisonment, will attend this noble celebration of duty, honor and familial love. Perhaps some of the previous winter's indiscretions have been forgiven by your beneficent King?

Setting: This game is based loosely on the movie of the same name, and occurs during Oberon's yearly Winter Court

Character Instructions: NOTE: I ran this game at AmberCon NW 2001 & 2002. Players from those sessions are encouraged to return, and will have first dibs on the character they played.

Available characters are:
Oberon
Clarissa Rilga (Gramble's half-sister, Clarissa's foster daughter)
Gramble (now defacto ruler in the courts)
Benedict
Eric
Corwin
Dierdre
Fiona
Bleys
Brand
Random

Player Information: Minimum: 8 Maximum: 12

Players are requested to contact the GM(s) prior to the convention.

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Amber Noir
 

GameMaster: Kath Nyborg

   
  Game Description: Mystery -- Alternate Amber

It's the midnight of Amber's soul. Dark hearts, dark deeds, dark thoughts, dark dreams fill the city. Corruption, greed, betrayal, murder, suicide … the stuff crammed into each waking heartbeat, each nighttime terror … it's always there, like an icy hand at your throat ready to drag you down.

Something's rotten in the city of Amber. So what else is new? The real jerker is that the City Fathers (aka the Elders) are visibly nervous, and even the Chaosians across the tracks are showing signs that some thing's dead wrong. The high and mighty are falling, and the funeral of Eric, late Mayor of Amber City, is the capper.

Assigned by the City Police Chief, Gerard, to ask questions no one else seems willing to tackle, your character will tread the dark streets looking for answers … with the hope that you don't find yourself face down in a ditch because of it.

Setting: For our purposes, the events which take place in the first Chronicles of Amber are reflected only in part … like images seen in a shattered mirror, some anecdotes are whole, the rest are but a sliver of their recorded selves. The so- called Merlin Chronicles never happened at all.

You're in a city that never really was. It's an Amber more aligned with the shadow-Earth post-WWII era than anything remotely courtly or noble. Technology is a burgeoning trade, and magic is on the decline … unless of course you're talking about the "dark arts", and good people don't talk about those … even in a whisper at night behind closed doors.

Character Instructions: Characters are all normal joes of Amber City, gainfully employed with either the police department, the coroner's office or the local rag, the Amber Chronicle. "Powers" are what the Elders and those shifty Chaosians have. You hope that brains will be enough.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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www.grand-design.net (continuing game)
 

GameMaster: Edwin Voskamp
Game may run late into the evening.

   
  Game Description: Exploration -- Amber with a Twist

Grand Design is a pioneering firm researching, developing and providing new media Internet products and services, using advanced alternate technologies for wireless products. The website at http://www.grand-design.net will give you more of an idea about life and work at Grand Design.

Setting: Earth, more or less.

Character Instructions: Non-Amber, no points, no rules 'system'. Characters are all Grand Design permanent employees, returning characters welcome. New players also welcome, but new character to be generated before the Con. Players must contact the GMs prior to the game!

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Friday, November 21, 2003 - 9am to 1pm

The Alchemy of Reality
 

GameMaster: Jennifer Crice

   
  Game Description: Adventure / Heroic

It is a summer like any other. The midsummer festival is approaching, and scouts have reported that the Ways are opening on schedule. You pack up a few belongings, perhaps some goods to trade, and prepare for a week of food, drink, dancing, trading, and visiting with the people of lands barred to you during all other times of the year. In this place of gathering and goodwill, an accident will put into motion a desperate adventure for those who are left standing.

Setting: Characters reside in medieval-level villages of varied lands, each cut off from the rest all year but for one week in the summer. GM will provide information about these areas during character creation.

Character Instructions: Characters are human of any rank from peasant to lord of the keep, any age, any occupation. GM will require a character description.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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All You May Want to Know
 

GameMaster: Dan Christensen

   
  Game Description: Exploration

Bring any Amber or Chaos character you would like to play of any points. The sad news is it is about to all be over. The great cycle of the Omniverse is about to end. You have all found your self at the place. The last place in shadow or reality not destroyed.

Out of the gloom walks a single figure who promises to tell you everything you have ever wanted to know.

You are hours from death, use your time well.

What you learn may change the rest of your life...what's left of it.

(Please no Amber Ascendant Players or GMs)

Setting: End of time

Story extends from the end of the Corwin books. Though Chaos from the Merlin chronicles is used, nothing happend from the Merlin books.

Character Instructions: You make the points, you make the character.

Come with a story of how you have survived all this time to the very end.

I will not say no to any character you bring if you have a good story.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Any Means Necessary
 

GameMaster: Michael Sullivan

   
  Game Description: Other; N/A

For the past ten years, the people of Amber have breathed the clean air of freedom. For the past ten years, the inhuman masters of Amber have been gone.

For the past ten years, humans have been in control of their own destinies.

For the past ten years, and forever more!

The Royal Family has clutched Amber in its fist for blood- drenched centuries. But then they went to fight their wars in some unfathomable other place. For ten years, the only Royal presence has been dull Gerard and sympathetic Martin, and the humans of Amber have been given a taste of freedom. You want more than a taste.

You are the best that humanity (not the Royal Family) has to offer, charged with one task and one task only: Keep the Royal Family out of Amber, by Any Means Necessary.

(Any Means Necessary is not part of a campaign or any other multi-shot. It may get bloody and vicious -- some dark themes. Proactive players are absolutely required! For more information, visit the website at http://www.twiceshy.com/campaigns/amber/anymeans. This game was previously run at ACNW 2002.)

Character Instructions: Directly after the Corwin Chronicles. The Merlin Chronicles are non-canonical.

Character Instructions: Characters are human, with only minor if any supernatural abilities! If you want to create your own character, visit the website. If not, pre-gen characters will be available.

Player Information: Minimum: 3 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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Aurellis - the Experiment
 

GameMaster: Tim Hart

   
  Game Description: Other; N/A -- Non-Amber

This is an experimental game to see if a format I am using for a PBEM would work in a face to face environment. Expect almost anything.

Setting: Starts off in real world. After that - who knows. Players should be willing to be offended or horrified - this is not a western Judao/christian background. Don't forget - It's a game.

Character Instructions: Contact with GM prior to the game would help, but character generation is very fast.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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Berkeley
 

GameMaster: Madeline Ferwerda
9:30 am Start-Time

   
  Game Description: Adventure / Heroic

"There are two major products that come out of Berkeley: LSD and UNIX. We don't believe this to be a coincidence."

- Jeremy S. Anderson

Berkeley! Home of some of the strangest people in this Shadow, as well you know. You're just trying to get on with your plots in comfortable secrecy, but with reports of regeneration labs getting smashed, dogs the size of Volkswagens, and *giant green men*?! Sounds like things are a mite stranger than usual.

Coincidence?

Setting: Set a bit before the start of the Merlin Chronicles, in Berkeley, California, as envisioned by Ang Lee.

Character Instructions: You'll be playing Merlin, his friends, and other interested parties. Pregenerated characters chosen at the start of the slot.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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A Golden Opportunity
 

GameMaster: Linda Duncan, Erik Florentz

   
  Game Description: Strategy -- Traditional Amber

A new shadow is seeking entry into the Golden Circle. It has much to offer and is under serious consideration, but these must be done ‘decently and in order’. Unfortunately, there are limited precedents since the late King Oberon made all decisions himself. Fortunately, at least for you, King Random has decided to send a delegation of younger Amberites to investigate and recommend an appropriate action. This is your golden opportunity: to prove yourself to the court, the elders and that parent of yours, to gain prestige and power or maybe, to hang out and party.

Setting: This game is set post second series, Random rules in Amber, Merlin reigns in Chaos and the multiverse is as normal and peaceful as it ever is.

Character Instructions: The game is open to characters of 200 pts or less (remember the bigger they are the harder they can fall), who are known and accepted in Amber (Amber doesn’t have to be home) or to loyal retainers of the crown. This is a character driven game and the more you know about your character the more fun for you.

Player Information: Minimum: 4 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Nine Princes in Florin
 

GameMaster: Irene Schwarting

   
  Game Description: Humor / Spoof -- Non-Amber

Prince Humperic is planning to marry the beautiful Princess Dierdrecup, against her wishes and those of her True Love, the handsome and noble Corwestley. Will Corwestley manage to survive death and save the Princess? Will Benigo manage to avenge his father's death by the Six Fingered Count Caine? Will Miracle Bleys manage to regain the love and trust of his witch-, er, wife- before the chocolate melts? All this and more will be determined. Maybe.

Game is heavily influenced by Goldman's, "The Princess Bride".

[Originally run at ACNW 1998 by Todd Worrell and Dan Christensen]

Setting: In the capital city of Florin, on the day of the wedding of Prince Humperic to the beautiful princess Dierdrecup.

Character Instructions: Characters include:
The Noble Corwestley
The Beautiful Dierdrecup
The Mighty Gerardzik
The Martial Benigo Montoya
The Retired Miracle Bleyth
The Clever Branzini.
The Royal Humperic
The Loyal Caine

Characters are pregenerated with modifications optional.

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention with their top three choices of character.

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Small Town, Bright Lights
 

GameMaster: Don Ide

   
  Game Description: Horror -- Non-Amber

Your are a denizens of the small town of Strandwood. It's a typical morning before the light comes.

This game will be a conceptual based game. So characters will not have stats, but actions they take must be appropriate to the character. (For example, the cheerleader should not be able to fieldstrip an M-16)

DISCLAIMER: This game is a mature horror game. It will contain adult themes, violence, some sexuality, and disturbing images. Please keep this in mind before signing up for this game.

Setting: The small town of Strandwood. Strandwood is located north of Seattle in Washington State. The town is a little too out of the way to be a suburb, but not far enough for the serious commuter to live there.

The Puget Sound is a couple of miles east of town, the rest of the wood is surrounded by forest and some farmland.

Strandwood has a large farming industry. Many of the farms grow peas, beans, broccolli, stawberries, blueberries, and apples. There are some dairy farms as well.

Character Instructions: Pregenerated characters will be provided before the convention. Players will be emailed a small questionaire before a character is assigned.

Player Information: Minimum: 2 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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The Strange Desert, Part 1
 

GameMaster: Roy Grutchfield
(first of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3
10:00 am Start-Time

   
  Game Description: Adventure / Heroic -- Other; N/A -- Crossover

Amber(Kids)/Narnia

Setting: Early 19th Century shadow earth, you on the way to back to Europe for school, from India, where you have just spent a fascinating year. You are travelling with the East India Company and a member of the British Museum (the aged Sir Charles Bridgenortton). Your route is overland via Egypt. You have been travelling along the Nile, and you left the Red Sea two weeks ago. A sandstorm hit your caravan and you have been holed up for two days.

You awaken and the storm has passed but your tent is buried by sand and you feel hungry & thirsty.

Your most prized possession is an old animal shaped amulet that you found in your Parents’ Attic. You have strange dreams about the animal when the moon is full.

Character Instructions: Character creation: (To be done on the day, but please came with a character name, same setting as ‘The Hidden Valley’, returning characters are welcome but not a campaign game, no bonus for returning characters.)

Psyche: CHAOS Strength: HUMAN Endurance: HUMAN Warfare: HUMAN (Psyche can not be sold down)

Age & Stuff =13
Points = Age & Stuff
(i.e., if aged 10 you have 3 points of goodstuff and 10 points elsewhere)

(Max age; boys 15, Girls 17)

Each player to pick a different animal for the amulet, eldest characters get to pick first, (if the same age girls first).

(Nearly no special (Magical) items allowed.)

Example characters:-

Jane: Age 9
Psyche: Chaos +1
Strength: Human + 3
Endurance: Human + 2 1/2
Warfare: Human + 2 1/2
Stuff: +4

Edward: Age 12 1/2
Psyche: Chaos
Strength: Chaos (ie; Human +10)
Endurance: Human + 2
Warfare: Human + 1/2
Stuff: + 1/2

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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To Last Forever
 

GameMaster: John Nienart, Ann Sasahara

   
  Game Description: Other; N/A -- Traditional Amber

Not to hope for things to last for ever, is what the year teaches and even the hour which snatches the nurturing day away.

100 years after Patternfall. Julian is fallen. And now?

Setting: Amber and Shadow.

Character Instructions: Players will be Elder Amberites; if more than the minimum number of players are available, some Chaosian roles will also be available.

Available characters: Benedict, Corwin, Diedre, Bleys, Fiona, Gerard, Flora, Llewella, Caine, Random, Martin, Swayvill, Mandor, Borel, Dara, Merlin.

Player Information: Minimum: 5 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Friday, November 21, 2003 - 2pm to 6:30pm

And Justice For All
 

GameMaster: Melissa K Kocher, Lee O Short

   
  Game Description: Tense / Real-time

Political intrigue abounds. Lord Thane of Kaldar has been accused of treasonous activity resulting in the deaths of his older brothers, Malcolm & Duncan. Furthermore, he is implicated in the disappearance of his brother’s young son, Balian, who would have been heir to the house. These charges have been made by Rosalind Kulikuro, a cousin of Thane’s. She also claims to have found Balian, the missing heir. An ostensibly neutral jury has been convened to evaluate the truth of these charges.

Setting: The game takes place in the Courts of Chaos. The dust has settled after the succession wars in the Courts of Chaos with Merlin's coronation. However, many houses are discontent, and few believe that the young king has the mettle or the diplomacy skills to successfully rule. Moreover, most question Merlin's commitment to The Courts - after all, he does have strong ties to Amber, not to mention to that strange new Pattern on Chaos territory. Much like ancient Rome, the government of the Courts consists of a Senate as well as a Monarch. Lately, the Senate has been rife with factional politicking. Lord Thane is a vocal supporter of the young King, and has many enemies, a well as allies.

Character Instructions: This game will be a LARP style game, with lots of politics, intrigue, negotiation, manipulation, etc.

Characters include Thane, Rosalind, Balian, and several jury members. Characters are semi pre-generated -- GM establishes basic parameters for each character, but players have lots of room to customize. Please contact GM's for add'l info and character selection.

Player Information: Minimum: 10 Maximum: 15

Players are requested to contact the GM(s) prior to the convention.

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Home by the Sea
 

GameMaster: Trish Hart

   
  Game Description: Adventure / Heroic -- Alternate Amber Normally the lands beyond the Outer Ring of the Sable Commonwealth exist outside the ken and concern of the Kingdom of Sable. However, in the last few days one of them – known as Verrien – has appeared on the radar of the Sable authorities. An outbreak of earthquakes has been reported there, and there is concern that the instability will spread into the Outer Ring, and thus threaten Sable and the Commonwealth directly. Therefore, King Robert of Sable has gathered together a group of specialists to go and take a look at the place, and see what can be done calm the raging storm.

Setting: The Sable game is based on the Amber Diceless RPG, but is set within a Pattern-based realm other than Amber itself.

Character Instructions: The majority of PCs will be the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators, etc: the most talented of the mortals, chosen by His Majesty to help in the smooth running of the Kingdom. However, on this occasion, one or two pre-generated family may be available – please indicate to the GM whether you wish to create non-family or take a pre-generated character.

New-made characters should be built on 70pts, but with all stats starting at Chaos. Partial buy ups and buy downs are possible. Returning characters can add points to reach the 70pt total.

Most Powers are available - although not full Pattern or Logrus - and an alternate form of magic is available as well as the Wujcik book version. No constructs. Other items will need to be cleared with the GM.

Player Information: Minimum: 6 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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The Kings Guard
 

GameMaster: Ameer -Your worst nightmare- Tavakoli
Irene -Call me your dark mistress- Schwarting

   
  Game Description: Adventure / Heroic -- Amber with a Twist

"Betrayed." The one word runs through your mind again and again.

The thought of the betrayal hurt far more than the torture that was currently being done. Years of training, and dedication to duty has allowed for a certain amount of resistance to tune out what they could do to the body. Now, you desperately wish that training could have prepared you for the mental anguish you were experiencing.

The harsh guttural voice of the questioner came from the darkness and each query was accompanied by searing pain. "Where is the King? What contingency plans did you have in place?"

According to your training, you began filtering out as many facts as you could. The torturers voice was definitely from outshadow at its root, but there was a dialect to it that was reminiscent of one of the territories of the GC ... but which one?

It was a struggle not to whimper. Every time you focused on the questioner, trying to place his accent, was another moment that the pain could reach inside you ... another fraction of your willpower drained.

You knew that you could not last much longer. And when you failed, the King's fate was sealed.

Setting: Amber: 20 years Post-Patternfall

With the war ended, a tired and exhausted Random returned to a shattered kingdom for the Golden Circle was in ruins. Imagine the destruction caused in Europe during WWII and magnify it by orders of magnitude. Entire worlds obliterated, immigrants flooding every major city, with famine, disease, and destruction everywhere one turned.

The Royal Family returned to an Amber they could never have imagined. Some, refusing to believe what their eyes told them, were convinced that Amber was a shadow and left to look for the "real" Amber, one more pleasant than the reality that faced them. Others tirelessly began to serve a realm that they had taken granted for millennia. Many territories of the Golden Circle have closed their borders in an attempt to hold down the tide of immigrants that constantly strain their resources. The Black Road, while now closed, brought things to the GC never seen before. Many are the realms that have been blockaded, for fear of what lies within their borders.

Some territories have reached to Amber begging for assistance and aid. Others see Amber at its weakest, and are viewing this as opportunity to gain power.

Character Instructions: Characters are members of the Royal Guard. You have served with one another and the throne for over three hundred years, and represent the best martial training within the GC. Players will have 70 points to make their characters. Sorcery, Conjuration, Trump, and power words are allowed. For characters that choose sorcery, please choose a specialty in sorcery (for instance, healing, battle magic, defensive magic, security, etc.).

Also, all characters choose a special skill for your character, while others may know something about what you do, there are none that are better at this skill than you, examples: horseback riding, gambling, acrobatics.

Allies and items are allowed, after all, you have been around for a few hundred years and have accumulated friends, contacts, and precious items. However, please be aware that you start the game imprisoned, stripped of all of your posessions, and are being tortured. The odds of having your items returned to you without a great deal of effort are extremely low.

If you choose allies or contacts, please provide a background as to how you know these people and what services/information they provide for you.

We realize that time is short before the convention, but players who get their characters to us before the convention will recieve +10 points with which to make their characters.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Luke and Merle 4: Merlin's New Funk
 

GameMaster: Jeremy J. Zimmerman, Esq.

   
  Game Description: Humor / Spoof -- Amber with a Twist

Corwin's kid has finally done it: Merlin "Merle" Corey has become King of Chaos. Since then he's become a self-centered prig. Well, more than usual. He's broken away from Blüd of Ambyr, the band he formed with former partner-in-crime Lucas R. Reynard, Esq., claiming something about a "solo career." Luke, on the verge of trying to redefine the band's sound by inviting in alto-sax-playing Martin (you know, Random's kid), has decided that there's only one last chance he might have to restore Blüd of Ambyr. It just happens to involve phone booths.

Setting: This is the fourth (and likely final) installment of the Luke and Merle series. Players will travel through Amber, Chaos and all points in between in this last madcap adventure. (At least, I think they will...)

Character Instructions: For returning returning players, just figure out what your character has been doing since the events in any previous "Luke and Merle" game. Since this a game without points (hence making it...pointless...?) you are free to have developed powers, especially since some players had the option to walk a Broken Pattern in previous games. I generally trust you to have enough maturity to not exploit this too much. As a general note, I do require a power base for Trump Artistry.

Otherwise, new characters will, ideally, be personalities from fiction and/or history. The big limitation is that I won't take major religious figures. I don't want to start a holy war because one person decides to roleplay Mohammed as a beer-guzzling whore-monger. If you go for characters that are godlike (Phoebus Apollo, Silver Surfer, etc) or insanely huge (Godzilla, Galactus, and so forth) be prepared to have "varying shadow laws" give you a wedgie. "Up, up, and aw— d'oh!" Characters from the hit series "The Chronicles of Amber" are out of the question. Otherwise, have at it. A group consisting of three Napoleons, Emperor Norton, Sherlock Holmes, and a pouty Elric of Melnibone works just fine.

Character proposals must be emailed to the GM. The description you give will be your character, so be certain to provide as much info regarding background and abilities as you feel necessary. The GM's knowledge base is more "eclectic" than "comprehensive," so feel free to explain things in simple terms using small words.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Obsidian Ways
 

GameMaster: Erik Florentz

   
  Game Description: Strategy -- Throne War

The Obsidian Ways of Thelbane have been silent for a very long time. Some whisper too long, while others openly suggest it and court the possibility of being marked as a traitor to the realm. The King of Chaos vanished under mysterious circumstances over a year ago, leaving behind a letter denoting a line of succession for those who should look after the realm. Since then, the Regency has been passed back and forth amongst those named in this letter as if it were a favour. The Council of Lords dithers in gridlock and perhaps simply benign neglect. While Rome burns, those in high places party...and plot their next moves. Unfortunately, so are the Amberites.

Setting: The Courts of Chaos. Several years after PatternFall and some Kings removed from when Merlin ruled the realm. There has been an uneasy peace maintained with Amber, though both sides have had instances where the spirit and letter of the PaternFall Treaty has been breached.

Character Instructions: Run with a 200 point player character, the only restriction is that your chosen Avatar should be at least half Chaosian. There will be an auction for official positions such as Ministries and the Serpent's Church.

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Out of Darkness Born, Part 1 (Out of the Frying Pan continuation)
 

GameMaster: Sara Mueller
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 4.
Game may be running late into the evening.

   
  Game Description:

Other; N/A -- Alternate Amber "My wings are folded o'er mine ears,
My wings are crossed o'er mine eyes,
Yet through their silver shade appears,
And through their lulling plumes arise,
A Shape, a throng of sounds."

- Shelley's "Prometheus Unbound."

O Dark! thou awful, sweet, and holy Dark!
In thy solemn spaces, beyond the human eye,
God fashioned His universe; laid the foundations of the earth,
Laid the measure thereof, and stretched the line upon it;
Shut up the sea with doors, and made the glory
Of the clouds a covering for it;
Commanded His morning, and, behold! chaos fled
Before the uplifted face of the sun;
Divided a water-course for the overflowing of waters;
Sent rain upon the earth -
Upon the wilderness
Wherein there was no man,
Upon the desert
Where grew no tender herb,
And, lo! there was greenness upon the plains,
And the hills were clothed with beauty!
Out of the uncharted, unthinkable dark we came,
And in a little time we shall return again
Into the vast, unanswering dark.

-Helen Keller, “A Chant to Darkness”

Setting: Set following the events of 'Out of the Frying Pan'.

Character Instructions: Characters have 250 points. No stuff over ten or below negative ten. Advance powers and non-cannon powers are all okay.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Still Waters
 

GameMaster: Meera Barry

   
  Game Description: Dark / Grim -- Amber with a Twist

It is the place of nightmares. The terror of the deeps is known even to children, and it is only the tower that King Caine placed at the Faiella-bionin that shakes off the fear of the night.

There are stories of those who have ventured below.

It is dark there, a perpetual half-light, where the sun never clearly shines. The pallor of the people of Rebma is lit only by the cold flame of the magic that enshrines them in this half-life. They live in the shadow of Amber, the kingdom of the living, and far below the gates of the Tir, where the few spirits who could have escaped.

Moire, the lichqueen, was not always like this, until the day she raised Morganthe, her daughter, against the depravations of King Random. It is said that the waters of Rebma washed up red against the shore, staining the beaches of Amber. For one day they were near black with blood.

What is below remains below. No one who ventures returns. Dreams flow across the populace of the city. Dreams of the tide. The screams of those trapped in the depths sound with every crash of the pink waters against the shore.

This evening, the eve of the tenth anniversary of the King's Battle, it gets worse.

Setting: Post-King Random's rule, when Caine ended up with the reigns (so to speak) after Martin's unfortunate assassination. Rebma and Amber have been hostile for decades. Players will be playing children of Amber who have survived the battle between Random and Moire, and will be given different impressions (depending on parentage) of the fight...and the victor.

Character Instructions: 125 points, no advanced powers, no shadows, items must be less than 10 points total, no sentient pets, choice of parentage limited to Elders living after the Patternfall war, must have some reason to want to go to Rebma.

Additional description and character information can generally be found on my weblog at:
http://www.alkime.org/mtfierce/amber/

Player Information: Minimum: 4 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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The Strange Desert, Part 2
 

GameMaster: Roy Grutchfield
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS. Part 1 is in Slot 2

   
  Game Description: Adventure / Heroic -- Other; N/A -- Crossover

Amber(Kids)/Narnia

Setting: Early 19th Century shadow earth, you on the way to back to Europe for school, from India, where you have just spent a fascinating year. You are travelling with the East India Company and a member of the British Museum (the aged Sir Charles Bridgenortton). Your route is overland via Egypt. You have been travelling along the Nile, and you left the Red Sea two weeks ago. A sandstorm hit your caravan and you have been holed up for two days.

You awaken and the storm has passed but your tent is buried by sand and you feel hungry & thirsty.

Your most prized possession is an old animal shaped amulet that you found in your Parents’ Attic. You have strange dreams about the animal when the moon is full. Character Instructions: Character creation: (To be done on the day, but please came with a character name, same setting as ‘The Hidden Valley’, returning characters are welcome but not a campaign game, no bonus for returning characters.)

Psyche: CHAOS Strength: HUMAN Endurance: HUMAN Warfare: HUMAN
(Psyche can not be sold down)
Age & Stuff =13
Points = Age & Stuff
(i.e., if aged 10 you have 3 points of goodstuff and 10 points elsewhere)

(Max age; boys 15, Girls 17)

Each player to pick a different animal for the amulet, eldest characters get to pick first, (if the same age girls first).
(Nearly no special (Magical) items allowed.)

Example characters:-

Jane: Age 9
Psyche: Chaos +1
Strength: Human + 3
Endurance: Human + 2 1/2
Warfare: Human + 2 1/2
Stuff: +4
Edward: Age 12 1/2
Psyche: Chaos
Strength: Chaos (ie; Human +10)
Endurance: Human + 2
Warfare: Human + 1/2
Stuff: + 1/2

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Unwound Chronicles
 

GameMaster: Wayne Davis; Robert Haight

   
  Game Description: Exploration -- Non-Amber

What happens when London's finest are sent to arrest the luckiest man alive.

Setting: Modern London

Character Instructions: Character's generated at con, free form system, no stats or skills. Characters are generously knowledgeable in skills pertaining to the character's background and profession. Characters must be members of the law enforcement community. Characters may have military experience, but not with elite forces.

Player Information: Minimum: 4 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Friday, November 21, 2003 - 8pm to midnight

Buffy the Chaos Slayer
 

GameMaster: Dana Bayer

   
  Game Description: Humor / Spoof

Into each generation a Slayer is born, one's girl in all the world, a chosen one, one born with the strength and skill to hunt the chaos...

Setting: Within the City of Amber.

Character Instructions: Each player may choose one of the archtypes from the T.V. show. The choices are; Buffy, Willow, Xander, Giles, Spike, Anya, Angel, and Cordelia. While the characters will be based on and in Amber, they will share some of the characteristics from the character they're based on. Willow will be good in sorcery, Giles will have knowledge of the Amber Royal Court, and Spike or Angel will be reformed chaos agents.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Chaos Ascendant
 

GameMaster: Stephen Acton
Game may run late into the evening.

   
  Game Description: Tense / Real-time -- Traditional Amber

Life was pretty good until about a week ago. At first you thought you were just being paranoid, but now you are sure you're being watched. Is it the government? An old lover turned stalker? A new enemy you aren't aware of? You have a feeling you're about to find out.

Setting: Merillon is a place of magic and beauty. Each child is born with the ability to wield some magic. The more magic you can wield, the higher you will rise in society. A council of sorcerers rules and guides the citizenry. The game is set three years after Amber's Great War (patternfall). Merillon has loose trade relations with Amber and has provided soldiers and sorcerers for Amber's armies.

Character Instructions: PCs will be pre-generated. Will you be the war hero, the wealthy merchant, the professor of sorcery, the politician, the inventor, or the soldier? We will choose PCs in the order you arrive for the game.

Player Information: Minimum: 4 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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The Hand of Christopher Robin (fourth Winnie the Pooh Game)
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Humor / Spoof -- Alternate Amber

Winnie the Pooh, somewhere between eating Second Breakfast and wondering what he'd do for Elevensies, decided he would go find Christopher Robin. Pooh had seen Christopher Robin Scant Minutes Earlier next to the Hunny Tree. So, Pooh skipped off to the Hunny Tree to see what Christopher Robin had planned for Elevensies.

As he went, Pooh began to hum a little hum that came to him of a sudden. It went something like this:

"Good Hunny I'll do anything for you... Good Hunny just tell me what you want me to do... Good Hunny nail me up against the wall... Good Hunny don't want everything he wants it all..."

It was at this time that Pooh came to the Hunny Tree. Christopher Robin was not there, but one of Christopher Robin's gloves was. It was all Damp and Sodden, like it had been soaking in Claret.

"Oh, bother," said Pooh.

Setting: The Poohniverse

Character Instructions: Character Instructions: All characters will be created with the ever creative "Nine Princes in the Hundred Acre Wood" attribute system. This Groundbreaking System can be found at http://www.bolthy.com/pooh/.

I'd ideally like this to be a fairly character driven plot, with players going off on Adventures and doing Neat Things. If worst comes to worst, though, I again have a Plot I can impose on players. =)

Returning players will have 10 points for advancement. Players who get their characters to me before the con also get an additional 10 points. This also applies to returning players, since I'm (again) still looking for everyone's character sheets from last year. There will be another food related contribution. I'm thinking "finger foods."

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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His brain on...
 

GameMaster: Michael Kucharski

   
  Game Description: Humor / Spoof -- Traditional Amber

A mind that transcends the multi verse has been messed with, will you ever be able to get home?

Setting: [Traditional Amber]

Character Instructions: Bring a charcter you know and can play well.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

I would like a bit of background on the character you plan to play - NOT MUCH just a bit.

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Men in Amber (MiA)
 

GameMaster: Chris Lightfoot

   
  Game Description: Humor / Spoof -- Alternate Amber

Protecting Amber from the Scum of Shadow...

"Here's the deal. At any given time there are around 1500 Shadow beings here in Amber, most right here in Amber City. Most are decent enough, they just want to make a living. Amberites don't have a clue. They don't need one or want one.

"Why the big secret, you ask? 'People are smart, they can handle it.' A person is smart. People are dumb, panicky, dangerous animals; and you know it.

"1500 years ago, everybody "knew" that Amber was the only place in existence; 500 years ago everybody "knew" that technology would never work here. And 15 minutes ago, you "knew" that Amberites were alone in the universe. Imagine what you'll "know" tomorrow.

"Welcome to the Men in Amber, kid.

"You'll dress only in attire specially sanctioned by MiA special services. You'll conform to the identity we give you, eat where we tell you, live where we tell you. From now on you'll have no identifying marks of any kind. You'll not stand out in any way. Your entire image is crafted to leave no lasting memory with anyone you encounter. You're a rumor, recognizable only as deja vu and dismissed just as quickly. You don't exist; you were never even born. Anonymity is your name. Silence your native tongue. You're no longer part of the System. You're above the System. Over it. Beyond it. We're "them." We're "they." We are the Men in Amber."

System will be Amber diceless, with the West End Games Men in Black RPG books used as reference material. Props will be provided. :)

Setting: An alternate Amber City that resembles New York City in the 1980's. In terms of the Zelazny chronicles, it would take place prior to the events of Nine Princes in Amber.

Character Instructions: Players take on the roles of Men in Amber agents. These agents are Amberite Elders, following the orders of Agent Omega (Oberon). Characters are pregenerated, and no one need contact the GM in advance unless they have serious questions about how the game will be run (no character work or backstory will be done by e-mail).

"We're not hosting a cross-shadow kegger here." -Omega

Player Information: Minimum: 2 Maximum: 9

Players need not contact the GM(s) in advance of the convention.

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A Midwinter Night's Dream
 

GameMaster: Jennifer Crice
Game may run late into the evening.

   
  Game Description: Horror

Good King Random, still young in his reign, seeks to build family rapport and a sense of tradition in his yearly Winter Solstice celebration. Although the invitation is worded in the friendliest manner, the King will brook no refusal, and so your mother or father packs you up for a three-week stay in Amber.

You and your cousins are largely expected to be seen and not heard unless called to a specific family function. Your days are planned and structured, but this can only take so much of your attention when the mysterious castle around you beckons.

In these darkest nights of winter, ominous shadows creep across floors, familiar cooridors open into unknown passages, and glinting eyes - or are they teeth? - shimmer from deep within dim, ancient mirrors. Drawing close to your mother or father, you are aware of a tension within him or her, a thinly veiled hostility that you don't understand - and you are left with only the combined strength of your cousins, children all...

Setting: Early in King Random's reign.

Character Instructions: Player characters are the children of elder Amberites, between the ages of five and twelve. Amberite parents available are Benedict, Corwin, Deirdre, Bleys, Fiona, Brand, Caine, Gerard, Julian, Llewella, and Flora. Character creation rules to follow in email.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Out of Darkness Born, Part 2 (Out of the Frying Pan continuation)
 

GameMaster: Sara Mueller
Game may run late into the evening.

   
  Game Description: Other; N/A -- Alternate Amber

"My wings are folded o'er mine ears,
My wings are crossed o'er mine eyes,
Yet through their silver shade appears,
And through their lulling plumes arise,
A Shape, a throng of sounds."

- Shelley's "Prometheus Unbound."

O Dark! thou awful, sweet, and holy Dark!
In thy solemn spaces, beyond the human eye,
God fashioned His universe; laid the foundations of the earth,
Laid the measure thereof, and stretched the line upon it;
Shut up the sea with doors, and made the glory
Of the clouds a covering for it;
Commanded His morning, and, behold! chaos fled
Before the uplifted face of the sun;
Divided a water-course for the overflowing of waters;
Sent rain upon the earth -
Upon the wilderness
Wherein there was no man,
Upon the desert
Where grew no tender herb,
And, lo! there was greenness upon the plains,
And the hills were clothed with beauty!
Out of the uncharted, unthinkable dark we came,
And in a little time we shall return again
Into the vast, unanswering dark.

-Helen Keller, “A Chant to Darkness”

Setting: Set following the events of 'Out of the Frying Pan'.

Character Instructions: Characters have 250 points. No stuff over ten or below negative ten. Advance powers and non-cannon powers are all okay. Players need not contact the GM(s) in advance of the convention.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Random Role-play
 

GameMaster: Karrin Jackson

   
  Game Description: Other; N/A -- Other; N/A

Show up with ideas, and we'll see what happens! I'm going to run a fast-and-loose game, diceless, where the objective is to take it easy and have a good time.

Setting: The setting will be decided once everyone gets together. We're basically going to write down our ideas for a setting a genre, and either pick them out of a hat or vote on them. If we get an amusing tie, we might combine settings and genres.

Character Instructions: Show up ready to play. Remember, we might end up playing anything, so if you have your heart set on a particular setting or genre, bear in mind that it might not get chosen.

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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The Trouble with Harimel
 

GameMaster: Drew Wood, John Nienart

   
  Game Description: Mystery -- Traditional Amber

The Characters are all on Diplomatic assignment to a New Powerful Shadow capable of providing important trade items, a staging post against Chaos, and if nothing else great breeding stock.

Setting: A Primal Shadow of particular interest.

Character Instructions: 120 pt. Typical Amber characters. no Auction pre generated, many elements of the backgrounds will be provided.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Weirmonken Gone Wild
 

GameMaster: Meera Barry

   
  Game Description: Dark / Grim -- Alternate Amber

They were members of the Heaven's Teeth clan, and they bristled with menace. Lycanthropes from miles around showed them submission, partly due to their strength, partly due to their Ulfric's wily cunning in making alliances.

Then one day, a man named Eric, a warlock, a Prince, or so he claimed, took them home.

Characters play assorted werewolves (I might allow for other types from the Anita Blake universe) during the early part of Eric's reign against the creatures of the Black Road.

While there will be a number of potential places for combat, the conflicts in this game are set up to be more about dominance and power. No splatterporn necessary.

Setting: Alternate History cross-over between the Anita Blake series (by Laurell K Hamilton) during _Nine Princes in Amber_, where Eric is King, and he is consolidating potential pieces of power. Some modern Shadow Earth and some Amber proper locales.

Character Instructions: Characters will be made on 100 points. You get a bonus of 10 points for having the character to the GM on or before November 14th, 2003. People who are familiar with the Anita Blake series, as well as fairly conversant with _NPiA_ and _GoA_ will be happier with this game than those who are clueless.

Attributes include the usual, as well as:

Power ... anything above 25 points in Power is a Master/Alpha/Special Level.

YOU DO NOT GET A CHOICE AS TO YOUR SPECIAL BLOODLINE POWERS. The GM will work with you to give you the character you want to have.

NOTE: The higher your power, the harder it is to "hide" what you are to other preternatural creatures.

Reputation ... anything above 15 points in Reputation has a Special Rank. [Master of a territory, special Lycanthropic Rank, etc.] It also refers to the number of followers you might have (in an NPC sense.)

There are no "powers" available from the ADRPG, however you can buy "blood of Amber/Chaos" as a devotee.

Additional description and character information can generally be found on my weblog at: http://www.alkime.org/mtfierce/amber/

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Saturday, November 22, 2003 - 9am to 4:30pm

Amber Afterlives - Brand
 

GameMaster: Linda Cottrell
9:30 am Start-Time

   
  Game Description: Adventure / Heroic

I greet you in the name of the Unicorn. Behold the spirit of Brand who was in life sibling, friend, enemy, or perhaps beloved of you. He must now stand trial for his deeds in life. You have elected to defend and counsel him, or to aid his prosecution.

This game is based upon the Amber DRPG system, and the Dork Tower Afterlives game supplement for any RPG system by James Wallis (aka Afterlives: A Rolelaying Meta Game of Deathly Importance), but may not follow the rules of any known game.

Setting: Courtroom; no where in particular; post PatternFall

Character Instructions: Player Characters may be any character from the books, on a first come, first serve basis, maximum 200 points, & no exalted anything.

Player Information: Minimum: 4 Maximum: 9

Players are requested to contact the GM(s) prior to the convention.

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Escape From Cabra
 

GameMaster: Andis Blija, Jeremy Franklin
10:00 am Start-Time

   
  Game Description: Strategy -- Amber with a Twist

"The Princes of Amber have been found GUILTY," it said, "found GUILTY of the crimes of High Treason against the Crown and Lord Oberon, King of Amber." The notices were everywhere this morning. You think it's still today.

You had thought that one of your brothers might have been responsible, or it was just that someone was playing a trick - but Oberon was serious. Now you, all of you, are trapped in this hole of a place, this hell father had especially crafted for the likes of you. It'll take time... and some luck... to get out of here, but when you do, that vile old bastard is going to suffer.

Setting: Early in Corwin's chronicles, Shadow Earth

Character Instructions: We will provided pregenerated characters.

Player Information: Minimum: 5 Maximum: 9

Players need not contact the GM(s) in advance of the convention.

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My Brother, Unforgiven
 

GameMaster: Lee O Short, Melissa K Kocher, Linda Duncan, Eric Florentz

   
  Game Description: Tense / Real-time

Corwin and Oberon have been mising for many years. Eric has just declared himself regent, with mixed political support, when Finndo returns from exile. The Amber elders must decide what they think of their long lost older brother and his claim on the throne. This game is essentially a political intrigue throne "war" using the Amber elders and basic setting from the books with lots of twists and tweaks.

Setting: (see above)

Character Instructions: The elders are available as characters, as well as a few other special characters if we have enough players. We will provide basic stats etc, along with some discretionary points so that players may customize their chars.

Player Information: Minimum: 10 Maximum: 18

Players are requested to contact the GM(s) prior to the convention.

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Out of the Frying Pan
 

GameMaster: Sara Mueller, Cindy Henderson

   
  Game Description: Adventure / Heroic -- Alternate Amber

King Eric of Amber lies wasting away in a coma in the infirmary of Castle Amber, maimed by the Jewel of Judgement. There is little hope for his recovery. Benedict has been hastily installed as Regent.

Princess Valentine of Eregnor’s engagement has been announced to Prince Luke of Kashfa. Begma is screaming blood murder. Bleys has tried to prevent the union, but neither Kashfa nor Eregnor are interested in listening to Amber at the present time. Queen Jasra has gained the port that Kashfa has coveted for generations as part of Valentine’s dowry, and on Queen Camille of Eregnor’s death, the country will pass to Prince Luke and Princess Valentine. You’re all invited to the wedding. Benedict has ‘suggested’ that you attend. Lucky you.

Setting: Set in an Amber where King Eric ruled for almost fifty years. Continued one month after the events of 'Out of the Woods', though previous game play is not required.

Character Instructions: Characters should total 200 points, advanced and non-cannon powers are fine. No Stuff above 10 or below -10. Returning players, please tell me what your character has been doing for the last month.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Shadow Walk: Jeweled Thorns
 

GameMaster: Eric Todd

   
  Game Description: Exploration -- Traditional Amber

Catherine, your mother, cried noble tears the day you and your siblings stepped beyond the sheltered shoal of your youth. Wandering through the labryinth into the wider world, you strummed the strings of shadow and found Amber; found strange reflections of your childhood realm; found jewel- imprisioned, tormented fragments of your father, Corwin; What threads will you pull, when you next walk the shadows?

Setting: All players are children of Corwin, raised in a isolated realm near Corwin's pattern. You had very little contact with your father while growing up, instead you developed close bonds with your siblings (other player characters) and with your mother, Catherine.

The action of the game consists of the player's adventures upon claiming their birthright and learning the ways of walking shadow.

Character Instructions: Returning players are requested to send me any information / notes they have from past sessions. In return, I'll send out a set of notes, prior to this year's game.

New players are quite welcome, and will be generate characters as a part of this year's session.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Vessels of Power
 

GameMaster: Emma Sansone & Murray Writtle

   
  Game Description: Adventure / Heroic -- Traditional Amber

Life at Court, whether in Amber or in Chaos, has made you no strangers to the machinations that surround the thrones. You are a little too far from either to be personally affected if you do not wish to be involved, and you may not care for the game personally, but you have witnessed the inevitable power games. Now, your kinsman and friend Merlin is edging ever closer to the inner circles. He was something over one hundredth in line for the Throne of Chaos, but King Swayvill's closer relatives have started dying, even as the king lies close to death himself. This puts Merlin in a dangerous position - or it makes him a better player of the game of power than you suspected. Something has changed him, for sure. He has put aside Frakir, and he wears a device called a Spikard. What all this means to you... well, that's what the game is about.

Setting: During the second pentalogy after Merlin acquires the Spikard.

Character Instructions: Characters are of Merlin's generation, Amber or Chaos, 150 points. If you want Advanced Powers, please have a good in- story reason, and be ready to discuss it with us.

Characters should be familiar with Merlin, and preferably with each other. If you'd like to mesh backgrounds with another player, feel free to do so, and copy us on messages.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Wayward Children
 

GameMaster: Karrin Jackson
10:30 am Start-Time

   
  Game Description: Horror -- Alternate Amber

King Random has chosen you, a group of the younger generation, to investigate a disturbance out in shadow. Your job is to assess the immediate danger to Amber and, if possible, neutralize it.

Setting: Patternfall has been over for about a century. While some of the events in the second series have taken place, let's keep in mind that Merlin is a creative fellow who might be known to embelish the facts a bit. Suffice to say that he's King in Chaos, and that Random has reigned peacefully in Amber for about a hundred years. Relations between Chaos and Amber are fairly amicable, though most of the time the two kingdoms keep to themselves.

In the peace following Patternfall, many elder Amberites sought out their children in shadow and brought them home, where they could take their place among the royalty of the One True Kingdom. Though Caine, Brand, Eric, and Deirdre are dead, any children of theirs who could be found were also brought to Amber and, to those willing to swear fealty to Amber, recognition of their royal blood has been given.

However, with entitlement comes responsibility. Rumors have trickled into Amber, of the dead walking and other strange phenomena that have sent ripples throughout shadow. The King doesn't seem terribly worried, and it seems like a good first mission to test the loyalty of his new subjects. After all, it's probably nothing, and just in case it isn't, you're expendable.

Character Instructions: Create a 150 point character using the standard character creation in the DRPG book. All Amber-related powers are available provided they fit within the point count -- it's not necessary to have walked the Pattern, but keep in mind that the King expects you to provide your own transportation.

I'm not prohibiting stuff from Shadow Knight or Chaos- related powers out of hand, but I do want a good explanation for why your character has them. If you're not an Amberite, have a good reason for owing allegiance to King Random and existing under his jurisdiction.

Stuff is allowed, up to 10 points good or bad. I like bad stuff. Go on, takes lots!

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please send me your character sheet, with a brief character description and background. I'll try to verify your character via email, but in case I don't get a chance, bring a copy of your character sheet to the con.

If you don't get around to emailing me before the con, don't worry about it. Just try to catch me before the game.

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The Zelazny Affair
 

GameMaster: Jennifer Crice

   
  Game Description: Mystery

In the very near future, the world turns away from its myriad concerns to bury itself in the enveloping pleasure of sci fi and fantasy. People change their names to mimic their favorite characters, create clubs to hang out with their fellow "trolls" or the like, and immerse themselves infantasy cultures. But with the new pleasures of living in the fantastical manner of choice comes thenew evolution of crime. Paul Atreides number 10459 may try to pin his criminal activity on his rival,Paul Atreides number 36102; gangs of "elves" fight with gangs of "dwarves" in the streets; slavegirls of Gor are picked up for prostitution on street corners...not to mention the thousands of forgery cases of "rare" or "autographed" manuscripts.

Of course, in this world, Zelazny and his Amberites are the new gods.

You are the power that makes sense of this crazy world; you are the best, the brightest: you are the men and women of the Literature Detection Force.

(Originally run at ACNW 2002)

Setting: Near-future Seattle, Washington. Character Instructions: Player characters are detectives in the Seattle branch of the Literature Detectives. No powers or attributes - you're human beings. Please contact the GM for the (very brief!) character creation guidelines.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention.

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Saturday, November 22, 2000 - 7pm to midnight

The Censored Affair
 

GameMaster: John Nienart, Drew Wood

   
  Game Description: Dark / Grim -- Non-Amber

Classified. Persons with unauthorized knowledge of this scenario will be terminated with extreme prejudice.

This game was previously run at ACNW 2001. It is especially recommended for people who weren't even there that year, as we blabbed all over about it.

Setting: This information is available on a strictly need to know basis.

Character Instructions:
Characters will have skills, described by FUDGE-like adjectives. No attributes; no powers. Further instructions will be provided to registered players.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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Cross Into Twilight
 

GameMaster: Cathy Ozog
Game may run late into the evening.

   
  Game Description: Dark / Grim -- Alternate Amber

Something is happening to the trumps...worst...it might be happening to everyone and everything and could mean the end of Amber or a change to all of creation as you know. Fiona was researching the Undershadow, when you get a trump call from Merlin. He noticed something went wrong with her trump card. It wasn't just that he couldn't contact her, but it's colors were changed...to the shades of grey. He's checking to see if your trumps are the same. But it doesn't end just there...when you look at your trumps you see Fiona's card all grey, but you also see your own card changing...it's colors fading...leaving..into grey into twilight

Setting: 50 years after Random is King. General peace between the Courts...but prior to Merlin being named King in the Courts. Unrest is still there under the surface. The elders have in general been doing their own things now that there is a general peace.

Character Instructions: You may play second generation characters. Points available and characters to be created via e-mail prior to game. Additional information sheets will be provide for your character and your character alone. If prior character is not created then GM will provide an NPC character pre-made with background for this game.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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The Handmaids, Ladies Night out III
 

GameMaster: Dan Christensen, Irene Schwarting

   
  Game Description: Adventure / Heroic -- Alternate Amber

4 Trustest handmaids.

3 Deadly Secrets.

2 Dangerous Plots

5 Hours to live

1 Way out

Setting: It has been 200 years since the end of Pattern fall and the great barrier still blocks Chaos from entering shadow. In Amber there has been peace for almost 120 years. Queen phaedra has stepped down leaving her son as King. Never has Amber been more loved or better protected save from within.

You are pledged to the service of the Daughter of the Queen. The daughter has been give simple post after simple post and has been ignored while her brother has claimed the throne. Only with your help can this situation be turned around and the horrible truth be revealed.

She will succeed or fail only through your loyalty.

No Amber Ascendant players please

No previous Ladies Night out experience needed

Character Instructions: This is set 200 years after the end of PFW in the blood royal universe http://www.freewebz.com/rainmagix/AA/Guide.htm You will not need to know the history to play in this game but if you are interested please read the history and look at maps.

No chaosian anything. You will all be secret members of the Royal Blood line though not by the elders. You have 30 points and no powers. All stats start at Amber level.

Player Information: Minimum: 4 Maximum: 4

Players need not contact the GM(s) in advance of the convention.

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Into the Abyss
 

GameMaster: Michael Kucharski

   
  Game Description: Adventure / Heroic -- Traditional Amber

King Random (and Fiona) send a "team" into the Abyss to retrieve the Jewel of Judgement which Corwin has taken with him into the Abyss.

Setting: [Traditional Amber]

Bring a character you KNOW and enjoy playing.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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The One True Gay Porno
 

GameMaster: Cort Odekirk, Jeremy Zimmerman

   
  Game Description: Humor / Spoof -- Amber with a Twist

Dworkin, scion of the multiverse has taken a recent interest in film-making, and decided to combine it with his favorite multi-universal pastime, pornography. Feeling that a certain competitive element is what is missing in much of the mainstream material available today he has decided to combine his new erotic masterpiece with elements of the “reality television” so popular across the more technologically advanced Shadows.

That it would be gay porn was never in question, as it allows more flexibility in pair ups between cast members and Dworkin never could get excited by heterosexual encounters unless there was a horse involved.

To add a certain spontaneous edge to the piece, he has decided not to ask the participants first, or pay any attentions to their backgrounds, interest levels, or for that matter, sexual orientation. To survive as a child of the Unicorn requires a certain flexibility, the ability to adapt to circumstances and, in this case, saliva that lubricates well. They would learn, or if not, their failures would make great cinema.

DISCLAIMER - This game will contain sexual content, more to the point, this game will contain little *except* sexual content. Competitive sexual content...with powers...run by GM's who's vast creative powers have been focused solely on Evil, and in one case Winnie the Pooh. If you have anything resembling moral fibre, decency or good taste now would be a good time to put down this schedule, shower thoroughly and pretend this description never happened; and for goodness sake, don't sign up for this game.

Setting: Standard Amber Universe, now with swanky 70's soundtrack.

Character Instructions: Characters should be 100 point standard Amber characters. Generally speaking avoid trying to “bullet shape” characters for the game, as more conventional character personalities will prove more amusing in the long run.

Standard powers are preferred, partial powers are fine using the generally accepted point values. If you want to do something wacky please contact the GM beforehand. Avoid artifacts, they will be taken away from you unless Dworkin can find a way to make them kinky.

Player Information: Minimum: 10 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Real Bad Guys Wear Mauve
 

GameMaster: Cindy Henderson, Casey De Groof, and Carrie Bailey.

   
  Game Description: Dark / Grim -- Amber with a Twist

Must have been one helluva party. You wake up in a strange place, in a strange bed, with a strange feeling in the pit of your stomach. You look around and see no evidence of your whiskey, your date, or your Trumps. And to make matters worse...you're outta smokes. You wander down to the front desk and ask for a pack of Reds. The clerk looks up at the large "No Smoking" sign above your head, then adjusts his bifocals.

"Good Morning, your Highness," he smiles, "Welcome to the Hotel California."

Setting: This game is set after the events in the Courts of Chaos.

Character Instructions: GM will send you an e-mail regarding your Character instructions.

Player Information: Minimum: 4 Maximum: 9

Players need not contact the GM(s) in advance of the convention.

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Sins of the Father
 

GameMaster: Stephen Acton

   
  Game Description: Tense / Real-time -- Traditional Amber

The new balance of power has settled after the Patternfall war. Random has assumed the throne. You are the next generation of Amber. Recent conversations with your uncle Gerard have yielded strange comments about righting past wrongs. Pursuit of that line of thinking on your part has been cut short. All he will say is, "I must be certain before we talk more." Now, you have been invited to meet with Gerard...

Setting: The game will start in Amber and span shadow, possibly even reaching the Rim. The start of the game is shortly after Random has returned from Patternfall and assumed the throne.

Note: There is no known similarity to the movies of the same name. The title just happens to fit here, too. :)

Character Instructions: Players are Amberites and have 125 points. No Shadow Knight rules. Knowledge of Chaos possible, but no Logrus masters please. I recommend pattern, but it is not a requirement. Stuff limit of +/-5. Possible parents for PCs are: Caine, Benedict, Bleys, Brand, Dierdre, Jullian, Flora, Llewella.

I would like to get some setup done before the con, so +10 points awarded to players who have their PC to me ten days before the Con.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Target Amber 2
 

GameMaster: Tim Hart
Game may run late into the evening.

   
  Game Description: Exploration -- Other; N/A

This is a real world based game - honest. Definitely. Its just that the real world is really quite odd. Well it is, isn't it - you must have noticed.

This is a continuing campaign, and the ACNW party will carry on from after last years scenario.

I would like to offer thanks to Patrick Brady, who is the original Target Amber GM in the UK, and on who's behalf I run the game at ACNW.

Setting: 21st century earth, USA and Great Britain, and possibly other places.

Character Instructions: Returning characters will be given preference. Beyond that, players must be willing and able to contanct the GM by email prior to the con, as there is a non-standard character generation system, and as I am leaving for the states a week before the con, so that means not at the last minute.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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The Veil Doth Part
 

GameMaster: Ameer, Todd "Wil" E Worrell

   
  Game Description: Mystery -- Amber with a Twist

The lighthouse of Cabra winked forlornly in the distance.

"Only a little further, and then this Unicorn forsaken trip will be over and done with. I'm tired of this freighter, tired of the damned Gilshan guards, tired of their prissy Poranian captain, and disgusted with the crappy rum that they offered me when I got on board."

The cold air crystalized the breath of the harbor pilot on his beard with each silent curse. And with every adjustment made to the wheel, the ship creaked and groaned.

At long last, the freighter was through the treacherous rocks and the city of Amber lay before them. He nodded to the first mate and let him take the wheel. Taking a moment to adjust his coat, the pilot made his way to the captain's office to formally announce the ship's entry into Amber. Protocal and courtesy were always offered, even if the people who were coming into Amber were beneath contempt. Regardless of their looks, language, or behaviour, their money was always accepted.

He knocked on the door and let himself into the captain's chambers. It was dim, with the only illumination the all too brief flash of Cabra's light coming through the window. Nodding to the captain, he made the formal words of welcome, and then placed the acceptance log onto the captain's desk. The log charted every ship that made it into Amber harbor, and with the captain's signature, the pilot's official duty was done. Soon, the Harbor Guard would arrive, perform an inspection of the hold, and take the pilot home.

The captain did not stir through the whole speech and made no movement to sign the log as it lay on his desk.

Muttering beneath his breath, the pilot went over his words in his head. Had he accidently misspoken? There were now so many languages spoken in the GC, it was hard to keep them all straight. Perhaps he had insulted the captain? He was confident he had not made an error, but as Cabra's light flashed again, he glanced anxiously at the captain's face to see if he was angry. Instead he was shocked to see the pale look of death staring back at him. The slash on the throat was clean and the blood was slowly pouring out from beneath the dull look on the Poranian's face.

Without a word, the pilot glanced about the dark room and slowly raised his hand towards his cutlass.

He never had a chance to draw it.

Setting: Amber ... golden age. Oberon is still on his honeymoon and has not been seen for 30 years. The nobles hold the peace within Amber and there has not been any armed conflict in the Golden Circle since the situation in Poran was resolved. Most of the Royal Family is on duty with the Amber military and have not been seen in Amber for the last 5 years.

The meeting of the Golden Circle (where trade laws and disputes are discussed) is about to occur, and ambassadors, lawyers, and their liasons are descending upon Amber.

Character Instructions: Characters are all members of noble houses and are also officers in the constabulary.

Players will have 70 points to make up their character and all characters start out with Amber stats. The only powers allowed are sorcery, conjuration, and power words. All items/allies are allowed.

Please specify a background for your noble family: Some sample characteristics: Are they military? Does your family have close ties to the Church of the Unicorn? Do they engage in trade (legal or criminal)? Are they large or small land- owners?

The background of your family will provide you with information at the beginning of and throughout the game, and will provide you with a contact network.

If characters send me their characters in advance, they will receive +10 points to make their character, their characters will also receive an applicable family heirloom.

Returning characters are welcome, and will recieve an extra 10 points. Please let me know what you have worked on during those 30 years.

Please note: While this is a continuation of the same Universe from last year's AmberconNW game: Blue Blood, the events from the last game will have little or no bearing on the upcoming events. New characters are welcome and encouraged.

Player Information: Minimum: 5 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Sunday, November 23, 2003 - 10am to 4:30pm

Bell, Book, and Candle
 

GameMaster: Dana Bayer

   
  Game Description: Horror

Time has a way of wearing the polish off of all victories, glories, and honors. Almost three millennium ago, the forces of chaos overcame and threw down the hatred enemy of Amber. But the broken throne, has not been a comfortable one for those that have rules Amber in the Court's name. Now Amber is considered nothing more then a backwater post, one that is about to get a new governor.

Setting: Within the Castle and City of Amber.

Character Instructions: While the roles of the characters are pre-generated, their powers and desires will be negotiated with the G.M. before the start of the game. Characters available are; the troubled governor, his wife with her own dark secrets, their bored and rebellious son, the ghost of Princess Florimel, the ghost of Prince Gerard, and a mystery guest.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Brand's Curse
 

GameMaster: Michael Kucharski, Erik Florentz

   
  Game Description: Dark / Grim

On the 10th Anniversary of the reign of Random the 1st, the death curse uttered by Brand as he fell into the Abyss pierced by Caine's arrows reaches and strikes Amber.

Setting:

Character Instructions: Bring a Player that you know and can play in a crisis. NO Chaosians (Unless you can make a really good case for playing one). Player WILL DIE, expect a minimum of at least three deaths, maybe more.

Certain characters will have an edge over others, think carefully of whom you want to play. This is a real time game, however much time we are given to play that is the deadline to resolve the crisis.

Player Information: Minimum: 10 Maximum: 14

Players need not contact the GM(s) in advance of the convention.

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Clarissa Explains It All
 

GameMaster: Lisa Luxton

   
  Game Description: Other; N/A -- Amber with a Twist

Men are what their mothers made them.

--Ralph Waldo Emerson

Redheads. What does hair color have to do with anything, anyway? It's a funny little squiggle in what passes for DNA when it comes to Amberites.

A funny little squiggle the rest of Oberon's brood are absent. (Flora's hair is a mere strawberry blonde.)

Remember how this whole thing started? The Universe as we know it? That's right.

A funny little squiggle.

Oh, suuuure, that one's the size of a football field. But it came out of the Jewel in the first place, and that's -- well, okay, maybe it's not genuinely small. But compact, for sure. Think of the scale: Universe to Pattern to Jewel- and-Dworkin's-brain.

If a normal shadowperson's chromosomes, from every cell in their body, were unraveled and laid out from end to end, the strands would stretch from the Earth to the Moon six thousand times.

And that's just shadowfolk.

Not Amberites. And certainly not redheads.

-----

Genre: Semi-Lovecraftian, semi-humorous.

Setting: In the general vicinity of the end of the Corwin books. Merlin-books, for all I'm fond of 'em, will not be canon. My Chaos could eat his Chaos for breakfast and still have room for french toast.

Character Instructions: Mostly TBD. I'll need to send out a full set of character instructions.

I'm probably going to wind up giving a list of character archetypes that'll work in the game, and having all players pick one and come up with the specific details. (Or, alternately, deviate from the list and come up with a new one that fits in with the rest! I'm mainly trying to set tone here.)

Most or all of you will be redheads, of course.

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: You might as well contact me, as I'll need to send out a full set of character instructions.

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Emergence
 

GameMaster: Pôl Jackson, Michael Bloss

   
  Other; N/A -- Traditional Amber

It's a big universe out there. Patternfall is over, but does the war between Order and Chaos ever really end? There are ripples through shadow, hints of old powers awakening, and of new powers being born. Will you stand by and watch as the story unfolds? Or will you take hold of your destiny, and give shape to the future?

This is a traditional Amber game, with one big difference: we are using the entire Amber series. The events of Merlin's chronicle have happened... undershadow, ghosts, spikards, and all. This is a game for people who secretly liked, or at least did not loathe, the second series of books. ;) Familiarity with Merlin's chronicle will be helpful, but not necessary.

Setting: The game takes place after Prince of Chaos (the last book in the Amber series). Merlin is in the Courts of Chaos, soon to be crowned King. Rinaldo and Coral are the new King and Queen of Kashfa, already expecting their first child. There are quiet rumors that Corwin has returned to Amber. The Corridor of Mirrors is moving, the Pattern and Logrus are directly influencing affairs, and Caine is dead.

The game will be set wherever the characters need to be: Amber, Chaos, and beyond.

Character Instructions: Important! You must e-mail us your character background ASAP! Ideally, your character background should cover four areas: Enemies, Friends, Motivations, and Goals. We don't need a ten-page saga, but we do need something to work with. Even a few lines will do. The important thing is to get it to us quickly.

You have 100 points with which to create your character. There is no limit to Good Stuff or Bad Stuff. (But be careful; ten points of Bad Stuff is bad.) If you feel your character concept requires more points, we may give them to you, if you can justify it in your character background. Tell us a good story.

Amberites, Chaosians, and shadow dwellers may all be created using the rules from the Amber rulebook and the Shadow Knight supplement. (Yes, you may buy Constructs and Implants.) In addition, we're happy to consider characters with odd backgrounds and/or powers. Again, tell us a good story. We encourage you to use the Corwin and Merlin chronicles for inspiration.

You are free to suggest who you think your character's parents should be, but the final decision, as always, is up to your GMs.

No extra points given for character contributions, with one exception: 20 points to anyone willing to create, host, and maintain a website for this game! These points can be shared, if more than one person is interested.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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The King is Dead
 

GameMaster: Meera Barry
9:30 am Start-Time

   
  Game Description: Adventure / Heroic -- Amber with a Twist

"Immortality does not come without a price."
"I know. You lose people. You learn too much."
He shook his head. "No. It's a matter of shadows."
"Shadows?" she asked. "You mean, like, not Amber?"
"No. Shadows of your self. There's a sacrifice..." Benedict went quiet.
"Like Uncle Caine?"
"No, little one. Like Faiella. Like Deirdre." He stops.
"Like people?"
"Only the ones who are dear. And pieces of yourself."
"Hands...eyes?"
"Passion. Jealousy. Things you hold close."

Benedict has paid the most, and paid the dearest. He has remained even when all others have met their fate. It is the mark of doom.

"It is time," is all he said, and he was gone.

Is there anyone who can take his place? What secrets did he leave behind? What enemies did he have that will request their due? What did he mean about the price of immortality?

..and where _do_ they go? Some say the Unicorn takes them. Others that they go up to the Tir and never come back.

Setting: Past Benedict's death, and into the beyond.

Character Instructions: The game is somewhat of a prequel to "The Horsemen" run at ACNW last year, but no knowledge of or participation credit from that game is required to enjoy and play in this one. Characters will be made from 125 points, with no advanced powers, no Chaosians or Chaos-based powers, no sentient items, no shadows. Non-canonical concepts will be central to the plot. This is a game of exploration, with little concern for politics. One character will be chosen as King; please contact me beforehand if you want that to be you (first come, first to serve.) Open parentage choice; contact me for details or requests.

Additional description and character information can generally be found on my weblog at: http://www.alkime.org/mtfierce/amber/

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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Of Kinship and Tears
 

GameMaster: Eric Todd

   
  Game Description: Adventure / Heroic -- Alternate Amber

Of the twelve patrician lines, yours is the oldest, the most revered and the poorest. In a time where nearly every noble household in the golden circle claimed to possess the blood of Amber, yours was the family that lead the land out of the reign of Kings and into the long Summer of splendor.

The philosophers claim that this stability cannot be maintained. By the end, will the serpent have its due?

Setting: This game is set in a far future Amber, where the system of monarchy has been replaced by governance based on the decendants of those that have legitimately walked the Pattern of Amber. Of all the lineages, yours is the only from which no child has been rejected by the Pattern.

Character Instructions: Your characters will be children of the the Benedictus lineage, during a time when Amber is mighty... and fragile. Although some of the action of the game will focus on the politics of the time, the majority will focus on the interactions and relationships between the young scions of your generation.

Player Information: Minimum: 6 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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A Matter Of Time
 

GameMaster: Michael Sullivan

   
  Game Description: Other; N/A -- Other; N/A

For 100,000 years, life in Chaos has progressed at its own stately pace, where fads might span decades, and vendettas centuries. Throughout all that time, King Swayville has reigned, and no force has challenged Chaos' supremacy.

But now the Patternfall War rages, and the long-held status quo is quickly slipping away. Changes are coming, great or terrible -- it's just a matter of time.

The game is one of finding opportunity in a time of calamity -- Chaos as you know it is doomed, the only question is what will come out on the other side, and what your position will be in that new Chaos. Assuming, of course, that it isn't totally destroyed.

Setting: In Chaos, overlapping with the later parts of the Corwin Chronicles and moving beyond. Merlin series is non- canonical.

Character Instructions: All PC's are Lords of Chaos. Pregenerated characters will be provided. Due to the nature of the game, player- generated characters can regrettably not be used.

Player Information: Minimum: 5 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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Underworld
 

GameMaster: Edwin Voskamp

   
  Game Description: Adventure / Heroic -- Other; N/A

Underworld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission.

Though an ongoing world setting, it is an episodic campaign.

Setting: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba and Ecuador, formed a Commonwealth). For (much) more detail, see http://www.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

Character Instructions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization.

Your character will have one or more psionic powers. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have nine (9) points to create your character's powers.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Game-related questions should be directed to Simone.
Last Modified: 09/19/00