Game Book - ACNW 2005

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Thursday, November 17, 2005 - 7pm to midnight

Amber Shadows – Part 1
 

GameMaster: Lee Short
**This is a TWO-PART GAME, which continues in Slot 2, you must sign up for it in Slot 2 as well**

   
  Teen Friendly? No

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

This will be a collaborative storytelling game. I will come to the game with no prepared plot, and we will make it up as we go along -- so be prepared for that. Also be prepared for nontraditional player roes; each of the players will be GM for one of the other players. We will be using tarot-card-based rules adapted from my game in development, Star, Moon, and Cross. On the website (http://goldenchainpress.com/bin/view/SITF/StarMoonAndCross) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Setting: The Elders have gone off the to Patternfall War, leaving Gerard and you young pups. You have to tend house while the 'rents are gone.

Character Instructions: Characters will be pregens. If you contact me before the game and want to read the rules and generate your character, you can. But they must be completed at least a week before the con.

Player Information: Minimum: 3 Maximum: 5

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

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The Chronicles of Corwynne Stormlord! (TM)
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

Game Description: Humor/Spoof

LlewLluv: Dude, I can't believe they're cancelling The Chronicles. This Merlynne/Dara spinoff is so stupid.
corwynne217: chaos sucks. why would anyone rather watch those stupid chaosites? merlynne is the lamest character ever. and the animation sucks.
LlewLluv: I hear they're planning on blowing up the patterns for the Amber action figures in a big ceremony.
corwynne217: dammit now if mine break i wont be able to get any more...

Setting: In one of the shadows Corwin didn't ride though... In a place Caine didn't even bother to look for a double... Reflections of the Patternfall war were still fought. Strange, fractured reflections.

Character Instructions: You'll play the 6 inch high plastic action-figure versions of the elders from the popular animated TV series, "The Chronicles of Corwynne Stormlord"(TM)! Will you be the deadly Benedict, with Kung-Fu Grip(TM)? The swashbuckling Blaze, the Gay Blade(TM)? The learned Professor Brandeis? You could be any of these and more--even Corwynne Stormlord himself!

Pregenerated characters will be passed out at the game on a first-come, first-served basis.

Player Information: Minimum: 2 Maximum: 6

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

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Don't Tell Mom the Babysitter's Dead
 

GameMaster: Simone Cooper, Drew Wood, Anneke Floor, Rob Haight
** Game may run late into the evening **

   
  Teen Friendly? Yes; mature themes

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

In the aftermath of some... legal entanglements, Aunt Flora's has moved her biannual Shadow Earth party to a new location, where she says she plans to make some surprise introductions. Doesn't that sound fun?

Returning and new characters are equally welcome.

This game is the second part of a three part serial. The whole series was originally conceived and developed by Joe Saul, John Davies, and Simone Cooper, and has been run through at the main AmberCon in Detroit, AmberCon UK, and GenCon.

Setting: Florimel's Shadow Earth, during Random's reign after Patternfall.

Character Instructions: Returning characters may add 15 character points. New characters should be developed on 100 pts. No advanced Powers, no Pattern, no Logrus; Amber characters only. Any parent alive and known at the start of Patternfall. Characters are between 18 and 30 years old and have mostly grown up on Shadow Earth under Flora's watchful eye. Both returning and new players are requested to contact the GM(s) prior to the convention

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Given the short time-slot for the game, players are required to contact Simone Cooper, simone [at] wyrdrune [dot] com to develop characters in advance of the convention. This will probably take a few rounds of emails to finish completely.

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The Floramelles
 

GameMaster: Cort Odekirk

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

Flora has been kidnapped and it is up to you, her Shadows brought together from across Shadow to rescue her. Will it be the combat prowess of Warrior Princess Flora, the crystal magics of Crunchy Granola Flora the contacts and wiles of Cat Fancy Flora, or yet another shadow that will lead you to rescue your beloved matron?

Setting: Traditional Amber, the Floras will be gathered in Shadow Earth, the last known location of the One True Flora.

Character Instructions: Characters will be provided at game time.

Player Information: Minimum: 5 Maximum: 6

Players need not contact the GM(s) in advance of the convention. [ Top of Slot | Top of List ]


Oblivion's Reward
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Exploration -- Amber with a Twist

You have been cast out of the Gardens, like a handful of others before you, never to return. You remember the taste of the roses, the shower of petals shed in the winds. You remember the smoke of the Fires. You needed no name, Lord of the Void.

You recall the taste of freedom, and now you are thrust into this strange new world, the world of form and shape.

Yet there are others. Others who were exiled before you...those who tasted of forbidden fruit.

This is a journey of discovery... and, perhaps, revenge.

Setting: In the world of myth and dreams, beyond where Ygg speaks of its marker, timeless and yet tied to Amber continuity. There are roses here.

Some spoilers for the Glitter and the Glamour PBeM will be involved.

Character Instructions: Characters will be pregenerated and assigned according to the responses given on the quiz at http://www.skyseastone.net/~mabarry/Quiz/oblivion.html -- or ask for an e-mail version. Those who return the quiz results previous to the Sunday before the convention will be given additional background advantages.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Please contact me in e-mail with quiz results. mtfierce@alkime.org

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The Queen of Winter
 

GameMaster: Jeremy "Bolthy" Zimmerman
** Game may run late into the evening **

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

For time out of mind, Queen Melisandre has ruled over the Lands of Winter. Her chilly grip extends from the snow-clad trees of Arden to the permafrost deserts of Kashfa. Her armies are legion. Her spies are everywhere. The land slowly dies.

And you've been recruited to save the place.

Setting: An Amber that has been taken over by outside forces, some time after the Merlin series.

Character Instructions: This game is designed to appeal to the teenage players at the con. However, older players who are not very experienced with roleplaying games (or who just like to hang out with younger people) are welcome to sign up. Characters will be created at the beginning of the game. They will be made using a rough approximation of the standard Amber Diceless rules. Characters will be plucked from the infinite span of alternate universes. Players are encouraged to think of what sort of character they would like to play in advance. While there are near-infinite possibilities, here are some general guidelines and restrictions:

  • In general the power scale will be less like Superman and more like X-Men.
  • Your character must be, in some part, "human." It can be half "human," it could simply have a human form (like a werewolf), but it must be generally able to tie it's lineage to humanity in some way.
  • Your character is exceptional. At the very least he or she is much stronger and able to heal much faster than is normal for humans.
  • Make your character original. While it's fine to draw inspiration from TV, books and film, I encourage you to devise something of your own creation.
  • Technology may not work the way you'd like. If your character concept depends heavily on using advanced technology, you may want to rethink your character concept.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Players may contact the GM before the con to discuss potential character concepts, but are not required to. The GM can be emailed at bolthy [at] bolthy [dot] com.

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Treasure Hunt ala Amber
 

GameMaster: Dawn Greenleek

   
  Teen Friendly? Yes

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

Its that time of the year again, Halloween is tonight, and there was a huge ball/party that Princess Flora had spent the last month planning and preparing for. After last year, events, Flora decided with Random's approval that an activity for the 'kids' would be planned. A treasure hunt to be exact. This would keep hopefully most of the kids out of trouble.

What kid could resist a treasure hunt which would give them a magic item or weapon of 'reasonable' choice for the one that found the treasure first. And of course, if they decided to work together in teams then the winning team would get magic items/weapon of their choice.

Setting: Amber Palace and grounds, about 30 years after Pattern Fall (1st series only).

Character Instructions: Characters are sons and daughters of any of the Elders (Amber or Chaos) still living. Their ages can ranged between 18 and 25.

Note: You are not considered an adult until you walked the Pattern and are 25. Or if you are playing a Chaosite that was fostered in Amber, then its ShapeShift with all three required forms.

I am more interested in skills the characters have rather then powers. But if you want to spend some of your points on Powers -- you are welcome to do so. But nothing advance.

Characters are 100 pts.

For any skills your character knows, please just list them i.e. drawing, lock picking, singing etc. Remember your ages, when you develop your characters.

All characters must be approved before game start. I am doing this not only for myself to plan the game better but also so that no time is wasted developing characters during the game slot.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact Dawn Greenlee at moonryu [at] yahoo [dot] com

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Why Are You Sitting Here With Me Instead of Running a Game?
 

GameMaster: Andy Blija
** Game may run late into the evening **

   
  Teen Friendly? Yes

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

Since there was such a great response for this game last year, I'm running it again!* There's a lack of games for ACNW every year -- what’s your excuse? This open forum explores the reason why we feel we can't or won't run games at conventions, and the general roadblocks in gamemastering. This is a very free-form conversation. There may be some improv exercises or small game RP warmup. Who the hell knows? We may just BS.

*Sign up for your second choice now!

Setting: A bar at McMenamins. Post-Patternfall war.

Character Instructions: Show up with an excuse.

Player Information: Minimum: 2 Maximum: 20+

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

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www.grand-design.net
 

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

   
  Teen Friendly? No

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. Current day.

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: Corey.Lukas [at] grand-design [dot] net

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Going to Disneyland
 

GameMaster: Melissa K Kocher

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

"Kicked my ass out of school
Rolled me out into the streets
Hitched a ride on a monkey's back
Headed west into the black
I'm going to dizz knee land"

--Dada
It’s summer break at the University of Minnesota. You and your fellow students really need that break, after all the recent stresses in your life. You need a journey to a magical land where nothings really real, and everyone is always smiling. It’s time for a Road Trip to Disneyland.

You and your buddies are transporting a 1966 Cadillac Eldorado convertible from Minneapolis, MN to Los Angeles, California. 1930 miles, 30 hours drive time; across plains, mountains, and deserts. In theory, it’s less than two days straight driving --freeway all the way. In theory: No problemo.

Welcome to the reality.

Setting: The game is set on contemporary Earth. The characters are the Next Generation of Amberites, at university, while their parents run the Universe. Young slackers, Gen X, with no real responsibilities, and no real ability to wrest the future from their elders -- but that doesn't mean that they won't give it a try. In the meantime, they might as well have a little fun.

Character Instructions: Players will choose pre-generated characters on a first come, first served basis.

Player Information: Minimum: 4 Maximum: 5

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

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Friday, November 18, 2003 - 9am to 1pm

AMBER PIRATES
 

GameMaster: Ann Sasahara
**Game begins one hour later at 10am**

   
  Teen Friendly? Yes

Game Description: Piratical / Real-time -- table top combat with very cool, 3-D plastic ships.

Several centuries before Nine Princes in Amber, but shortly before those of the Blood had laid down all the trade routes, Young Eric challenges Young Corwin to a contest of skill and cunning. They will be pirate captains in search of gold. The one who finds the most hidden gold is the winner, with all the bragging rights, thereof.

Corwin accepts the challenge. Caine and Gerard catch wind of the game and insist on playing. Julian and Bleys want in. Deirdre refuses to be left out. Brand is the last to show up wharfside.

Flora and Fiona are neither interested, nor fit. Benedict does not consider himself "one of the kids." And, Random is nowhere to be found. Getting too much into the spirit of things, Corwin and Bleys had kidnapped Random and stranded him on a remote islet south of Amber. Gerard has not yet discovered this and gone to rescue him.

This will be a game of hijinx on the high seas, with broken alliances, brutal cannon broadsides, and a high probability of hidden reefs and sudden fog banks.

Setting: Among uninhabited isles north of Amber. (VERY loosely based on GBoA p. 395.)

Character Instructions: Canon personifications, but these young PCs are pre-mage, pre-trump artist, pre-Admiral and pre-Morgenstern.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: ariann [at] nmia [dot] com with your first and second choice of Amberite. First come, first serve. Assorted ships will be provided. BYO d6. Here, there be dice. Arrrrrrrr!

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Amber Shadows – Part 2
 

GameMaster: Lee Short
**This is a TWO-PART GAME, which began in Slot 1, you must have signed up for it in Slot 1 as well**

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

This will be a collaborative storytelling game. I will come to the game with no prepared plot, and we will make it up as we go along -- so be prepared for that. Also be prepared for nontraditional player roes; each of the players will be GM for one of the other players. We will be using tarot-card-based rules adapted from my game in development, _Star, Moon, and Cross_. On the website (http://goldenchainpress.com/bin/view/SITF/StarMoonAndCross) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Setting: The Elders have gone off the to Patternfall War, leaving Gerard and you young pups. You have to tend house while the 'rents are gone.

Character Instructions: Characters will be pregens. If you contact me before the game and want to read the rules and generate your character, you can. But they must be completed at least a week before the con.

Player Information: Minimum: 3 Maximum: 5

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

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Asylum, Part 1
 

GameMaster: Simone Cooper
**This is a TWO-PART GAME, which continues in Slot 3, you must sign up for it in Slot 3 as well**

**Game begins one hour later at 10am**

   
  Teen Friendly? No

Game Description: Horror -- Throne War

Olympic athletes, Nobel laureates, authors, artists, scientists, code-makers and code-breakers, models and generals, astronauts and mountain climbers: humans from Earth who reach for more. You could be among them, but whatever your achievements you know they will never be enough to scratch that itch you have, the one that tells you that this life will never unlock your full potential.

Dissatisfaction has always nagged you. Your failures seem pre-ordained; your successes, however outstanding, seem flat. You've tried the prescriptions, the self-help, the awareness training, the yoga, the sleep studies--everything from medicine to psychology to the farthest fringe.

It is with a sense of unique irony, then, that the proof of your special destiny came with a pounding headache and straightjacket.

Setting: Earth. You are pretty sure it's 2005, somewhere in the United States. Maybe the West Coast by the accents.

Amber is unknown to you, though you may have passing knowledge of Roger Zelazny's works of speculative and fantasy fiction. Knowledge and acceptance of supernatural phenomena or magic are at the same level as today's Earth.

Character Instructions: More information will be posted to you before the convention, but basically we want your idea for a extraordinary young adult (say, 20 - 40) Earth human character. You may have achieved great things already, or just have great potential; you might be famous or unknown. We are looking for characters with a wide range of expertise, so if folks are crowding too much in one area we'll make it first come, first served.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Simone [at] wyrdrune [dot] com

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Aurellis
 

GameMaster: Tim Hart

   
  Teen Friendly? No

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

Aurellis is a continuing campaign set in a version of the real world which has turned out to be larger than was previously thought. While the rest of the world population remains blissfully ignorant, the player characters have discovered that our universe is just a small corner of not one, but two multiverses, and that life out there is not the cosy safe thing it is back home.

Setting: Existing characters will start where they last were. New characters would start in the world of here and now. Or more strictly here and middle to late 2004.

Character Instructions: The Character generation system is non-standard, and requires contact with the GM before the con, preferably by email. All I can say here is that it is diceless, and has its roots in the ADRP system.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention:
email: Tim Hart - tim [at] fugue [dot] org.

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Dogs in the Vineyard: Hobbestown
 

GameMaster: Pôl Jackson

   
  Teen Friendly? No

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

Hobbestown is a town in trouble, no mistake. Sister Maribelle - married less than a year! - has made a cuckold of her new husband. She's been cheatin' with that slick Easterner, Steven Lords, and had his child! Now her husband has cast her out, and her preacher daddy has taken the baby (to "raise it right", he says). Half of the Faithful are sympathetic to Maribelle, and the other half think she deserves worse. Arguments have gone from shoutin' to brawlin', and if no-one steps in, will soon come to shootin'. This town is tearing itself apart.

And that's where you come in, Dog. It's your job to bring peace to the Faithful. Can you do what's necessary to save the town?

In "Dogs in the Vineyard", you play God's Watchdogs in a West that never quite was. If your favorite part of Amber is making hard choices for your character, then this is the game for you.

Setting: The frontier territory is based loosely on pre-statehood Utah. The Faithful have communities spread out all over the territory, raising families and working the land. The land is fertile and crops are plentiful, but the winters are long and brutal. The Dogs travel from town to town, bringing news, doctrine, support for the weary, blessings for the Faithful, and judgment for the wicked.

Character Instructions: Please don't make a character beforehand. We'll be making characters around the table, talking about the game and bouncing ideas back and forth. Any pre-concieved notions may not survives this process, so stay flexible.

Player Information: Minimum: 2 Maximum: 4

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

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A Ghost in the Wired
 

GameMaster: Lee Bynum

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Amber with a Twist

Mystery -- Traditional Amber

A trump transferred virus has spread from The Wired and has laid waste to almost everyone who has ever touched trump. Can our heroes find the source/cure before they too succumb to the wasting disease? I will be trying for a light-hearted but not quite wacky game this time around. We shall see how it goes.

Setting: The Wired: A multi-shadow set of reality the sits behind just about every shadow with a virtual interweb. Think the Matrix but with a more fluid reality.

Character Instructions: Characters should be individuals who have had contact with trump. They can be Amberites, Chaosians or shadow dwellers. The only restriction is that they have used trump, have been contacted via trump or have made a trump in the past year.Characters are to be built with 200 pts. Powers are not required but are recommended. Trump powered items are free (if you dare).

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Lee Bynum - kainesh [at] yahoo [dot] com Please get me the character by friday evening before the Con.

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Keys of Amber - A Fable
 

GameMaster: Chris Lightfoot, Nick Lightfoot
** Game will start later at 9:30 am**

   
  Teen Friendly? Yes

Game Description: Fantasy/Fairy Tale; Amber with a Twist

Once upon a time there was an Eternal Kingdom known as Amber. Its King, Oberon, was also Eternal, but his Queens, always chosen from Realms of Shadow, were not.

One overcast morning Queen Rilga passed into the Lands of the Dead, and the Kingdom mourned. As her body was laid to rest, Dworkin, the Court Wizard, spoke to the assemblage:

"Here lies the Last Queen of Amber. This I have foreseen: that King Oberon will never again marry, and that there will come a day when the Eternal King will no longer rule. On that day the task will fall to one of His children. Thus, today, all those Children must be tested to prove their worth."

Dworkin then cast a powerful enchantment upon the Castle of Amber, locking it behind a bespelled barrier.

Dworkin proclaimed: "The Children of Oberon must seek the Keys of Amber, and return before Sunrise tomorrow, or the Eternal Throne - and their Birthright - will remain sealed...forever."

***

Keys of Amber is suitable for the young or young-at-heart, new gamers, or anyone who yearns to play the Elders back when they were a bit more...innocent. Knowledge of the Amber Universe is not required, but will bring an extra sense of "foreshadowing" to the game.

Setting: Keys of Amber is a mythical prequel to the Corwin Chronicles and Merlin Saga; the childhood of the Elders as if told by Neil Gaiman to J.K. Rowling. Our story begins with the death of Queen Rilga, and events may reflect the destinies of the Scions of Amber as they are depicted in Roger Zelazny's Chronicles. (The GM's have not read the John Gregory Betancourt prequels, so they will have no bearing on this game.)

Character Instructions: In this universe, the births of Oberon's children are separated by mere months or years, rather than decades or centuries. Player characters are pre-generated. Each character is one of the commonly known Princes or Princesses of Amber as they might have been at age 8-18.

Player Information: Minimum: 4 Maximum: 12

Players are requested to contact the GM(s) prior to the convention: A full list of available PC's will be posted on the game's web site, http://www.lightfootonline.com/Chris/Amber/Keys.htm. Players are encouraged to e-mail the GM their top three character preferences prior to the game.

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The Sable Game - Funeral in Berlin, Part 1
 

GameMaster: Trish Hart
**This is a TWO-PART GAME, which continues in Slot 3, you must sign up for it in Slot 3 as well**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Following on from the events of Princess Cerian’s kidnapping, there is still and outstanding issue of what to do with Dietrich Mahler, the Deputy Reich Consul. Conversations with him have been stilted, but he has indicated a possible course of action which is being considered by the Powers that Be.

Berlin is lovely at this time of year

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

Character Instructions: 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 from any iteration of the Sable game are welcome, and can add points to reach the 70pt total if they so desire.

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.

The game website is available at: http://www.fugue.org/Sable/. There’s even the bare bones of a character generation system there!

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: sable [at] fugue [dot] org

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Exponential
 

GameMaster: Eric Todd

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Non-Amber

"One conversation centered on the ever accelerating progress of technology and changes in the mode of human life, which gives the appearance of approaching some essential singularity in the history of the race beyond which human affairs, as we know them, could not continue."
-- Stanislaw Ulam
The Congressional Office of Technology Assessment closed on September 29, 1995. During its 23-year history, OTA provided Congressional members and committees with objective and authoritative analysis of the complex scientific and technical issues of the late 20th century.

The Congressional Office of Technology Assessment closed on September 29, 1995, two days after the Omega incident.

Two days after the DARPANet spontaneously attempted to launch a preemptive nuclear strike against the island of Cuba.

On September 31, 1995, all staff with even a peripheral knowledge of the incident were transferred to a new branch of the CIA codenamed EXPONENTIAL EYES. Their mission: to protect and preserve the United States in an era of accelerating change.

Setting: The setting is roughly modern-day America.

Character Instructions: The characters are all members of EXPONENTIAL EYES. Due to the charter of the group, the staff is quite diverse... including ethicist, scientists, medical doctors, cryptologists, career soldiers and more. The characters themselves are likely to be highly intelligent and able to pass screening for a security clearance.

(As an aside, although the premise of this game hinges on technology, the focus will be on the personal and societal impacts of such, not on the technology itself. )

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please send a rough character concept to: erictodd [at] gmail [dot] com [ Top of Slot | Top of List ]




Friday, November 18, 2003 - 2pm to 6:30pm

Asylum, Part 2
 

GameMaster: Simone Cooper
**This is a two-part game, which began in Slot 2, you must have signed up for it in Slot 2 as well**

   
  Teen Friendly? No

Game Description: Horror -- Throne War

Olympic athletes, Nobel laureates, authors, artists, scientists, code-makers and code-breakers, models and generals, astronauts and mountain climbers: humans from Earth who reach for more. You could be among them, but whatever your achievements you know they will never be enough to scratch that itch you have, the one that tells you that this life will never unlock your full potential.

Dissatisfaction has always nagged you. Your failures seem pre-ordained; your successes, however outstanding, seem flat. You've tried the prescriptions, the self-help, the awareness training, the yoga, the sleep studies--everything from medicine to psychology to the farthest fringe.

It is with a sense of unique irony, then, that the proof of your special destiny came with a pounding headache and straightjacket.

Setting: Earth. You are pretty sure it's 2005, somewhere in the United States. Maybe the West Coast by the accents.

Amber is unknown to you, though you may have passing knowledge of Roger Zelazny's works of speculative and fantasy fiction. Knowledge and acceptance of supernatural phenomena or magic are at the same level as today's Earth.

Character Instructions: More information will be posted to you before the convention, but basically we want your idea for a extraordinary young adult (say, 20 - 40) Earth human character. You may have achieved great things already, or just have great potential; you might be famous or unknown. We are looking for characters with a wide range of expertise, so if folks are crowding too much in one area we'll make it first come, first served.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Simone [at] wyrdrune [dot] com

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Bluebeard's Honour
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

Cymnea, Faiella, Rilga, Clarissa, Harla, Dybele, Lora, Moins, Paulette...and possibly others. The history of the Queens is not the history of Amber, but the history of the man, Oberon. Now his son, Random, has taken the throne, and he is starting his own history. Do we count the tragedy of Morganthe? And what of Vialle? Arm-candy or a force behind the throne? What matters it who also wears the crown, if they're so easily replaced?

Or is it the most important thing of all?

Setting: Years after Random's ascension to the Throne of Amber, in the traditional population explosion of post-War Amber Babies. Players may wish to be familiar with the legend of Bluebeard. http://www.endicott-studio.com/rdrm/forblue.html is a good essay on the topic.

Character Instructions: Characters will have 100 points available, no freebies. No more than 8 points [total] spent in Items, or 2 points in Stuff (either positive or negative.) No personal Shadows. Allies are available. Events will be happening [mostly] in Amber, so consider that before choosing a Rebman or Chaosian background. Please choose your parentage from the standard set (no Oberon, Dworkin, or Unicorn.) I'm willing to consider non-standard or partial powers, or even breaking of the above rules IF you contact me before November 6th, 2005.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Meera Barry - mtfierce [at] alkime [dot] org ... contact GM especially for partial or non-standard powers.

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Out of Time
 

GameMaster: Sara Mueller
**This is a TWO-PART GAME, which continues in Slot 4, you must sign up for it in Slot 4 as well**

   
  Teen Friendly? No

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

Biological viruses bought our heros time, but now it's running out. The Fallen and The Host are at hand, and within Reality traitors dwell. Welcome to the war.

Setting: Follows the events of 'Out of Heaven's Hands' 2004.

Character Instructions: 375 points. 10 point good/bad stuff limit.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Sara Mueller sara [at] sff [dot] net

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Of Patriots and Tyrants
 

GameMaster: Irene Schwarting, Sean McGuinness

   
  Teen Friendly? Yes

Game Description: Mystery -- Alternate Amber

Many years have passed since the treacherous Chaosian attack at the Pattern nearly destroyed Amber and her entire royal Family in one, deadly night. The remaining children, hidden in far off shadows, have been gathered by Fiona and have banded together under the leadership of King Bleys to bury their dead and rebuild a broken realm.

Now the time of reckoning is near, as old allies and enemies face each other again, and the blood that was split cries out for vengeance

Rumours of strange, spectral figures course through the city. Have the fallen royals been dragged back from uneasy graves, returning to seek justice for the deadly battle at the Pattern where they lost both their lives and the Jewel? Or are there other forces at work, ancient enemies or newly risen powers come to destroy the fragile strength of the new blood? And what does it portend for the weary and fading realm of Amber?

Setting: Amber City, fifty years after most of the children of Oberon were killed in an attack on the Pattern.

Character Instructions: Player characters are the children of the Elders, who have been brought to Amber by Bleys and Fiona over the course of the past fifty years . All have been invited to take positions of authority and responsibility in the realm, which was shattered, nearly ruined, by the cataclysmic battle in which most of the family were killed and the Jewel of Judgment stolen. Players may choose any elder for parent excepting Bleys and Fiona. No Chaosian backgrounds will be accepted. Canon powers excepting Logrus and Jewel attunement are permissible. Players have 150 points to build their characters.

Player Information: Minimum: 7 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: irene_s [at] charter [dot] net

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Polaris
 

GameMaster: John Kim

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

This will be a straight run of the game, "Polaris: Chivalric Tragedy at Utmost North" by Ben Lehman of TAO Games (www.tao-games.com). It is only thematically linked to Amber -- there is a mystic city (Polaris) which is a stronghold of order that was besieged by chaotic demons of the Dawn. The city is now fragmented into four surviving strongholds. Play begins by saying "Long ago the people were dying at the end of the world". The PCs are Knights of the Order of the Stars, dedicated to fighting the demons and protecting the people. Characters will be created jointly, and play is jointly controlled by all the players.

Setting: Alternate reality

Character Instructions: Characters will be created by the group as part of the game.

Player Information: Minimum: 2 Maximum: 4

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

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The Sable Game - Funeral in Berlin, Part 2
 

GameMaster: Trish Hart
**This is a two-part game, which began in Slot 2, you must have signed up for it in Slot 2 as well**

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Following on from the events of Princess Cerian’s kidnapping, there is still and outstanding issue of what to do with Dietrich Mahler, the Deputy Reich Consul. Conversations with him have been stilted, but he has indicated a possible course of action which is being considered by the Powers that Be.

Berlin is lovely at this time of year

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

Character Instructions: 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 from any iteration of the Sable game are welcome, and can add points to reach the 70pt total if they so desire.

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.

The game website is available at: http://www.fugue.org/Sable/. There’s even the bare bones of a character generation system there!

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: sable [at] fugue [dot] org

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Save a Universe
 

GameMaster: Jim Holthaus

   
  Teen Friendly? Yes

Game Description: Other; N/A

What if Amber were threatened by an invading army? or a horde of shadow-hopping locusts? or a strange whirling cloud of lights? or odd, inexplicable personality shifts among the Family? You would know *exactly* what to do -- rewrite the Pattern!

In this game Amber will be threatened, and you will have to save it (or all will be lost), but I promise that rewriting the Pattern is not the solution. I propose that there will be minimal PC-vs-PC violence, though there will certainly be NPC-vs-PC violence, so you won't have to go entirely without.

Setting: Amber. Post-Patternfall.

Character Instructions: We're going to make characters in a collaborative, group-driven mode. There will be a few limits on parentage that I provide at the start, and then the group will decide on the limits on characters. Characters will then be created as a group project.

Player Information: Minimum: 3 Maximum: 8

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

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Ultimate High School Testu No Sakana
 

GameMaster: Don Ide

   
  Teen Friendly? Yes

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

This is an Anime High School Comedy Game. It will be using guidelines of my own creation. (I just can’t bring myself to call them “rules”)

Setting: Testu No Sakana is know as the Ultimate High School for it’s high quality of educators, extensive facilities and extra curricular activities.

This high school has a club for everything. And we mean EVRYTHING. Teen Magic, Mech Piloting, Martial Arts, Transformation Club, Science, Robotics, Go, ect.

This leads to the elite and unique to enroll their student in this prestigious school.

Character Instructions: Just bring a concept for a character that would fit into a Comedy Anime. Remember that the setting will be in Japan. Also this is TV style Anime, so no Hentai or purely adult concepts.

Player Information: Minimum: 4 Maximum: 10

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

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Whose Throne Is It, Anyway?
 

GameMaster: Amy Edwards, Jennifer Edwards

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Throne War

Humor/Fun. Based on the TV Show "Whose Line Is It, Anyway?" and yet it is a throne War.

Throne War play will occasionally be interrupted by improv games in which the players MUST remain in character.

Points awarded during improv are NOT meaningless, but neither is good roleplay - the resultant winner of the Throne War will probably be someone who worked hard (and took risks) in both.

Setting: Oberon is missing, and presumed dead. Of course. And also of course, he left no will, no heir and no order of succession.

As his children wrangle for position, make and break alliances, and quite possibly try to kill one another, Dworkin Barimen begins to become interested. In an effort to decide who is worthy of the crown, he uses his mystic powers to force his grandchildren to...

Play improv games???

Character Instructions: All characters must be canon sons or daughters of Oberon. First come, first served. If you would like to play Osric, Finndo, Sand, Delwin, Dalt or Coral that's fine.

(Of course Benedict, Eric, Corwin, Deirdre, Caine, Fiona, Bleys, Llewella, Brand, Florimel, Julian, Gerard and Random are also welcome...)

Player Information: Minimum: 4 Maximum: 19

Players are requested to contact the GM(s) prior to the convention: Amy Edwards at jewelofspain [at] hotmail [dot] com

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Friday, November 18, 2003 - 8pm to midnight

"Being Prince Benedict"
 

GameMaster: Yi-Mei Chng and Jules Morley

   
  Teen Friendly? Yes

Game Description: Humor/Spoof--Traditional Amber

"It's common knowledge that Castle Amber is riddled with secret passages. Most of these tunnels connect rooms and corridors of the palace, their original purpose lost in time. Some of these passages are dead-ends, or lead to secret rooms long fallen into disrepair. But none of these passages lead to Prince Benedict's psyche.

...until now.

'Being Prince Benedict' is a light-hearted(?) tale of what happens when the home help finds a way to become a Prince in Amber, simply by crawling down a tunnel behind the old scullery. The players take the roles of house staff who make this remarkable discovery."

Setting: Amber, post First Series (i.e. Random is King). The events of Series Two have not yet occured, and may never occur, because Merlin is whiney and GhostWheel is twinky.

Character Instructions: Chargen on the day. Be prepared to play house staff. Pages, Scullery Maids, Butlers, Equine Waste Recyling Experts, etc (you get to choose, just throwing out some ideas there). Don't sweat it, but be prepared for something that's not vanilla Amber DRPG.

Player Information: Minimum: 3 Maximum: 7

Players need not contact the GM(s) in advance of the convention. Nah. Totally unncessary. Unless you want to.

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Dark Amber: Nobody's Home
 

GameMaster: Kirgan Peacock & William Ryan
**Game may run late into the evening**

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

It's 1,000 years after Patternfall, and Amber lost. You play one of the Elders that survived the Abyss and clawed your way back to the Courts of Chaos. Amber is un-reachable, as probes sent out into shadow can only get to a certain point before they are blocked. Trumps of Amber, or of its surrounding shadows, no longer work.

The multiverse is destabilizing. The Pattern must still exist and is 'unraveling'. It's up to the heirs of Amber, the ones who are still alive, to somehow fix this problem before it's too late. Will you be up to the task?

Setting: 1,000 years post-Patternfall War - coming from Chaos

Character Instructions: Players will be given a pre-generated version of the Elder of their choice, out of the following list: Benedict, Bleys, Caine, Dierdre, Fiona, Florimel, Julian, Llewella, Random. Please provide your top 3 choices, as they will be assigned on a first come, first serve basis.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please contact Kirgan (kirgan [at] sigil [dot] net) so that I can assign you your character and we can discuss their history prior to game start.

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G.A.S.H. - The Great Ambercon Scavenger Hunt
 

GameMaster: Leslie Lightfoot, Chris Lightfoot

   
  Teen Friendly? Yes

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

The Abyss demands Chocolate! And other stuff too.

Perhaps it wasn't such a good idea to drop two children of the Blood of Amber into the Abyss. Not to mention the Jewel of Judgement.

Now the Abyss is hungry for more. The Courts of Chaos were swallowed whole a little over a month ago and the Abyss continues to grow, devouring whole Shadows.

Dworkin has sent in his best and brightest. Burp!

Now it's your turn.

---

GASH is a semi-LARP RPG-Scavenger Hunt involving heavy prop use and played throughout the grounds of the McMenamins Edgefield in real time.

Setting: GASH is a Chronicles of Corwin canon game set 1 year after the Patternfall War.

Character Instructions: Characters will be built on 100 pts. and must be the grandchildren of Oberon. No Chaosians, no Merlin Chronicles-based characters.

In addition, no Logrus and items / artifacts will be limited to 16 points.

Further information may be found at: www.lightfootonline.com/Leslie/Ambercon/GASH.html

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Leslie Lightfoot - leslie [at] lightfootonline [dot] com

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My Missing Troubador
 

GameMaster: John Nienart

   
  Teen Friendly? No

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

Mystery -- Traditional Amber

I had a crimson Robin --
Who sang full many a day
But when the woods were painted,
He, too, did fly away --
Time brought me other Robins --
Their ballads were the same --
Still, for my missing Troubador
I kept the "house at hame."
--Emily Dickinson
In Amber, your father Oberon sits quiet on the throne. But all is not easy, for your brother Corwin has been gone for many years. Too many, the king now states, and bids you seek him out.

Setting: The game is set pre-Patternfall, a few years before Corwin's return to Amber. But not everything stated in the first series is necessarily true. Facts commonly known (Dworkin drew the Trumps, Julian is in Arden, Eric & Corwin don't like each other, etc) will be assumed correct. However, anything that was a secret at the start of "Nine Princes..." (Eric stuffed Corwin into Shadow, the redheads have a deal with Chaos, etc) may or may not be; those facts will be up to the players to determine.

The game will be played using the Engle Matrix system. In a typical RPG, the GM knows what's happening in the world; the players ask questions or describe their actions, and the GM provides answers and explains outcomes. In a Matrix game, the players make arguments for what they want to happen, and the Referee rates how strong the arguments are, and which cause conflict or trouble. A simple d6 mechanism is used for resolution.

See http://www.io.com/~hamster/mgrules.html for details.

Character Instructions: Players begin the game each controlling one Elder. Available characters comprise all the children of Oberon named in the first series, barring Osric, Finndo, and Corwin.

Player Information: Minimum: 4 Maximum: 7

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

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Out of Time, Part 2
 

GameMaster: Sara Mueller
**This is a TWO-PART GAME, which began in Slot 3, you must sign up for it in Slot 3 as well**
**Game may run late into the evening**

   
  Teen Friendly? No

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

Biological viruses bought our heros time, but now it's running out. The Fallen and The Host are at hand, and within Reality traitors dwell. Welcome to the war.

Setting: Follows the events of 'Out of Heaven's Hands' 2004.

Character Instructions: 375 points. 10 point good/bad stuff limit.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Sara Mueller sara [at] sff [dot] net

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Primetime Adventures
 

GameMaster: Pôl Jackson

   
  Teen Friendly? No

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

Play the greatest TV show that never was! In Primetime Adventures, we think up a great premise for a TV show, create protaganists, and play out an episode.

If your favorite parts of Amber are the compelling characters and meaningful drama, then you'll get a kick out of Primetime Adventures.

Setting: We'll create the setting, premise, and characters for the show together, around the table.

Character Instructions: N/A

Player Information: Minimum: 3 Maximum: 5

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

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Random's Regular Game
 

GameMaster: Todd "Stoneface" Worrell, Stephanie McMechan

   
  Teen Friendly? Yes

Game Description: Strategy -- Traditional Amber

This game is one step removed from Jason Durall's "Drinking and Talking" Amber game. You get to pretend to be an elder playing in Random's regular card game. Emphasis will be on fun, character development, and playing cards. There is no other 'plot' to the game. Jet lagged and semi-inebriated people are especially encouraged to sign up.

We will be playing poker--specifically "Texorami Hold 'Em."

This is the poker game currently seen on most of the TV Poker Shows (commonly called "Texas Hold 'Em.")

EACH PLAYER IS FIRST DEALT TWO CARDS DOWN.

A ROUND OF BETTING OCCURS AS PLAYERS DECIDE FOR THE FIRST TIME IF THEY ARE IN OR THEY'RE OUT.

THEN FIVE COMMUNITY CARDS FOLLOW WITH BETTING AFTER THE FLOP (3 CARDS), THE TURN (1 CARD), AND THE RIVER (1 CARD).

IN THE END, THE BEST FIVE CARD COMBINATION WINS THE HAND AND TAKES THE POT.

MAXIMUM OF 3 RAISES ON ANY ROUND. MAXIMUM RAISE: 50 , UNLESS YOU GO "ALL IN" AND BET ALL YOUR CHIPS ON ONE HAND. YOU CANNOT BET ANYONE OUT OF THE GAME THIS WAY, BUT IF YOU GO "ALL IN" AND LOSE, YOU'RE OUT.

If you don't know how to play poker, please don't sign up.

Setting: Random is King.

All of the elders alive at the end of the Corwin chronicles are still alive.

The game takes place in a back room of a seedy tavern in Texorami. All powers work here, but with a twist. Based on your elder, you will have a _very_ limited ability to affect the cards and/or chips. However, if you change a card in some way and the same 'real' card is later revealed, you have been caught cheating. For example, your power allows you to change the suit, so you change an 8 of spades to an 8 of diamonds. However, another player reveals that she has the 8 of diamonds as one of her down cards. You are caught and probably get to have a 'special roleplaying experience' with your fellow players.

Elders with Advanced Powers (Fiona: Advanced Pattern; Caine: Advanced Trump; Suhuy: Advanced Logrus) begin the game with fewer chips than the rest of the elders.

Character Instructions: The GMs will be playing Random and Vialle. Everyone else is available. Please bring your choice(s) of an elder from the Corwin Chronicles. Available elders are listed below:

Benedict, Corwin, Bleys, Fiona, Caine, Julian, Gerard, Flora, Llewella, Martin, Merlin, Mandor, Dara, Suhuy.

Returning players get first dibs on playing the same elder, especially if their name is Tim Hart.

Player Information: Minimum: 4 Maximum: 10

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

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ShadowWorld 1 (aka Underworld)
 

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

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

ShadowWorld 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: new players are welcome.

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://mainline.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://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have thirteen (13) 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: gm [at] shadowworld [dot] org

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A Symphony of Memory and Motion
 

GameMaster: Louisa Djerbib and Sean McGuinness
**Game may run late into the evening**

   
  Teen Friendly? No

Game Description: Mystery -- Amber with a Twist

A stirring in the darkness. Torn memories, shattered dreams. Fragments, echoes; familiar yet strange. And throughout everything, the sound that is the whole of the world. A symphony of memory and motion.

You awake in a strange place. You lay upon a stone floor, surrounded by stone walls. The lines and angles remind you of Castle Amber, but there is something different, something wrong. Some of your cousins lie slumped on the ground, just starting to stir and wake. How did you all get here? Your memories are confused and fragmented. There is something you need to do, something important, but you can’t remember what that is. All you know is that the clock is ticking. And that you are not alone here

The game is a fixed-location mystery partly told in flashback. It is set about fifteen years after the end of Patternfall, taking the first series as canon and ignoring the second. The PCs are all children of the elders. This is a game for four to six players, with pre-generated characters. Players are requested to contact the GMs beforehand.

Setting: Centred around Amber, with jaunts (flashbacks) elsewhere.

Character Instructions: Pregenned characters

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention:
Louisa Djerbib louisaenator [at] gmail [dot] com
Sean McGuinness seancmguinnnessuk [at] yahoo [dot] co [dot] uk

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Tea Party of Doom [Part 6 of the Winnie-ther-Pooh/Amber games]
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? Yes

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

It is a bother waiting around for someone to have a tea party. But it was November 18, and of course it would happen as it always did. It had taken me a while to catch on, but now I at least knew when it was coming. In the past, I'd been too busy to do anything about it. But my job was finished now. I'd only stayed around for this. I felt that I really ought to have tea before I departed. I got out of bed, did my stoutness exercises, rummaged around the pantry for some hunny, et cetera.

Setting: The Poohniverse

Character Instructions: All characters will be created with the ever creative "Nine Princes in the Hundred Acre Wood" attribute system, starting with 100 points. This Groundbreaking System can be found at http://www.bolthy.com/pooh/.

As always 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. I have some of the character sheets from last year (those that had been emailed to me), but certainly not all. Those who bring tea party food and paraphenelia may also get 10 points for contributions.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact your lord and master at bolthy [at] bolthy [dot] com.

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Saturday, November 19, 2003 - 9am to 4:30pm

Amber Shadows
 

GameMaster: Lee Short
**Please note that this is a separate game from the one running in Slots 1 & 2. It is another opportunity to play this scenario.**

   
  Teen Friendly? Yes

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

This will be a collaborative storytelling game. I will come to the game with no prepared plot, and we will make it up as we go along -- so be prepared for that. Also be prepared for nontraditional player roes; each of the players will be GM for one of the other players. We will be using tarot-card-based rules adapted from my game in development, _Star, Moon, and Cross_. On the website (http://goldenchainpress.com/bin/view/SITF/StarMoonAndCross) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Setting: The Elders have gone off the to Patternfall War, leaving Gerard and you young pups. You have to tend house while the 'rents are gone.

Character Instructions: Characters will be pregens. If you contact me before the game and want to read the rules and generate your character, you can. But they must be completed at least a week before the con.

Player Information: Minimum: 3 Maximum: 5

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

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The Music of the Spheres Game
 

GameMaster: Jason Ray (AKA Lawrence Triskelion)
**Game starts later at 9:30am**

   
  Teen Friendly? Yes

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

Based in the world of Dream Park (by Larry Niven and Steve Barnes), part of the game is figuring out what the game IS (and who your characters are in that game) and the rest is a tasty combination of action, puzzles, and (hopefully) near death experiences liberally seasoned with improvisational theater opportunities for all. For those that missed the Dream Park novels, Dream Park is a futuristic Disneyland where a big part of the entertainment are the live action role-playing adventures that combine holograms, robots, actors, and non-stop action. If you can imagine “Stargate SG-1 meets Survivor” where YOU are on the island, you’ll be close.

As advertised on the Dream Park Network (Channel 1123) here is what they’re saying about “The Music of the Spheres Game”:

“Once again it's time for the annual Dream Park Tournament of Champions, and this year's game by one of Dream Park's most famous GM's looks to be one for the record books. As usual, the only thing potential champions will know in advance is the name of the game (and the name MUST mean something) and what kind of restrictions they face - and for this game, there is a definite Science Fiction element but there are NO restrictions. Lawrence Triskelion is best known for his "Indiana Jones Adventure" style pacing and for keeping his players entertained and on their toes.

We don’t know what’s in store for our brave adventurers, but you don’t want miss the biggest game of the year at Dream Park – make your reservation early!”

Setting: Dream Park, some time in the not too distant future. All players play themselves, playing their characters inside the Dream Park.

Character Instructions: Characters built on 100 points. Dream Park is a Non-Amber universe so no Shadow, Logrus or Trump powers apply. Magic IS usable as are any contructed artifacts. The game will start with an attribute auction, all other capabilities should be built in advance.

NOTE: Instead of "Amber level", "Chaos Level" and "Human Level" attributes, the levels are "Player Level", "Actor Level" and "Extra Level" - so the weakest Player is stronger than the strongest Actor. Note that Non-Player Characters may be found at all levels, with cannon-fodder at "Extra Level".

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please contact Jason Ray (arthanyel [at] hotmail [dot] com) to work out any magics or items you intend to pre-build, or to ask background question on Dream Park games.

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Out of Heaven's Hands
 

GameMaster: Sara Mueller, Cindy Henderson

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

Candour,--which loves in see-saw strain to tell
Of acting foolishly, but meaning well;
Too nice to praise by wholesale, or to blame,
Convinced that all men's motives are the same;
And finds, with keen discriminating sight,
Black's not so black; nor white so very white.
--from 'New Morality' by George Canning

Setting: Follows the events of 'Out of Darkness Born'.

Character Instructions: 300 points. +/- 10 pts Stuff limit.

Player Information: Minimum: 2 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please send character sheets to sara [at] sff [dot] net and cindyh [at] bossig [dot] com

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Pulp Chaos
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? Yes

Game Description: Mystery

It was raining goldfish when I stepped out of the pumpkin that led to Trader Dave’s. The smell of fishguts, vomit and stale absinthe filled the air. I pulled my hood up against the piscine precipitation and headed out. I had an appointment with a merchant from the Black Zone named Vinnie the Toad. Vinnie claimed to know where a certain missing Lord was hiding out.

First order of business, though, was to escape the goldfish. I ducked through a wardrobe and came out in a tropical jungle. Jumping into a pit trap brought me into a pudding mausoleum. I trudged past the syrupy chocolate cenotaphs of dead goddesses and, passing through a gelatinous arch, I came out into the Core. This was the one rock of genuine Reality here in Chaos, and I needed to pass through here to get to my next destination.

As I walked along I took a long look at the Royal Palace. Sure, you can see the Thelbane from down here. But it don’t see us.

Setting: While the schemes of the Lords of Chaos get all the attention, there is a seamy underbelly to the Courts that many would like to forget. Living in the barely maintained remnants of long-abandoned Ways, the lower class of Chaos lives and dies under a swirling sky. Here the runaway demons, the unwanted nobles, the Amberite provocateurs, the petty thieves and the cutthroat assassins rub elbows and swill absinthe by the pint.

This is their home. And this is their story.

Character Instructions: This game will use a simple character creation system to build characters. Characters created before the con will have more perks than those created at the con.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact the GM at bolthy [at] bolthy [dot] com for character creation rules.

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Shadow Walk: Cobwebs and Dust
 

GameMaster: Eric Todd

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- 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.

Having fused those fragments, the balance of worlds is set askew. Will your family endure, or will your end be cobwebs and dust?

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.

Character Instructions: Only returning players, but from any year, please. If you send me any notes from past sessions, I'll pull them together and send them out to the entire group, prior to this year's game. At a minimum, send me a precis of your your character.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: erictodd [at] gmail [dot] com

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Ship of State
 

GameMaster: Rob Haight, Camille Holthaus, Jim Holthaus

   
  Teen Friendly? Yes

Game Description: Tense / Real-time -- Amber with a Twist

Things are precarious and difficult in the early years of Amber. The relationship between Amber and the Golden Circle is turbulent and ever-changing as the Golden Circle realms form and dissolve coalitions among themselves and Amber. Additional complications arise with natural disasters, civil unrest, insurgencies, and piracy. Fortunately, Amber and the Golden Circle are gifted with vigorous leaders eager to advance the prosperity and power of their peoples. The possibilities are endless.

Depending on the number of players, there will be the opportunity to take the reins of one of the powerful noble families of Amber or to act as the leadership of a Golden Circle realm. As the head of one of Amber’s noble families, you could become a member of Oberon’s cabinet to set Amber’s political and economic priorities, or you could find another way to achieve your family’s goals. As the leadership of a Golden Circle realm, you can seek alliances within the Golden Circle and with Amber to bring strength and prosperity to your realm, giving you power against Amber’s might while protecting against neighbors and rivals. Negotiate, trade, politic and backstab to have it your way, or get revenge if you can’t.

This fast-paced, live-action game covers many years development and is inspired by the National Security Decision Making game.

Setting: NA

Character Instructions: NA

Player Information: Minimum: 5 Maximum: 18

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

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The Silver Glass
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

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

"Sister, we have found your Heart. She is cold, but the warmth is returning."
"Did you look under the sea? In dreams?"
"We looked in the oldest places."
"What is this? This Shroud you wear?"
"We reflect the Abyss."
"Her cost was too high, then."
"We are few."
"Alas. We will warm her. What is that in her hand?"
"It looks like a Jewel!"
"Wait...she is waking."

Setting: It is a decade after Patternfall, and the returning heroes are invited to a Rebman fete celebrating the Ascension Day of Princess Meriel. Of course, when so much power accumulates in one place, there are always forces attracted to it. Events will range past Order into the Beyond. Chronicle is heavy 1st series, with bits and pieces of Merlin's canon, as well as incidents from the five short stories following.

Character Instructions: Players must have regular and consistent access to e-mail up until the Sunday of the week of the convention. Character creation will finish at the convention, but details, possibilities, and some backstory will be played in the interim. Characters may come from Amber, Rebma, Chaos, or possibly even as Shroudlings, Weirmonken, or Na'Nites.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Meera Barry - mtfierce [at] alkime [dot] org ... the very least to be sent is a character concept including who you are playing, where this character comes from, and what they're "like."

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Special Offer! New Vacation Package from Corey Travel!
 

GameMaster: Linda Cottrell, Roy Grutchfield

   
  Teen Friendly? Yes

Game Description: Mystery -- Alternate Amber

Corey Travel & Amber Coaches present
One-week all-inclusive tour of Amber!
See Amber’s stately homes!
Enjoy Bayle’s fine wines at a private tasting!
Browse the city’s shops and galleries!

Your tour package includes all transportation, meals, hotel rooms, coach stops at famous landmarks such as Corwin’s Tomb and the Forest of Arden, and tickets to all our special events.

Exclusive New Addition! Attend a masked ball at Amber’s castle! Meet local dignitaries! No additional cost!

Setting: Future Amber

Character Instructions: Pregen characters, first come first serve by email

Player Information: Minimum: 5 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: linda [at] vorpal [dot] ndo [dot] co [dot] uk

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Zelazny Affair 3: LiteraTech in Amber!
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: After foiling Prince Brand’s plot to open doors into fantasy across the world -- and then deciding, on second thought, that it might not be such a bad idea -- the Seattle Literature Detectives entered Roger Zelazny’s Amber books for a well-deserved vacation. Even though the squad back home is well in hand thanks to the efforts of a sentient chimp office manager, the Literature Detectives cannot entirely avoid work in the fictional One True City. Strange interlopers are infiltrating Amber, disturbing the citizens, worrying the princes and princesses, and making Dworkin run mad. Well, madder.

Setting: Within the pages of the Amber Chronicles / near-future Seattle, WA

Character Instructions: PCs are human detectives. Simple character creation rules will be sent out. It is not necessary to have played in the last two Zelazny Affair games to make sense of this one.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Jennifer Zimmerman - devilwoman [at] bolthy [dot] com

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Saturday, November 19, 2005 - 7pm to midnight

Amber's Watchdogs
 

GameMaster: Michael Sullivan

   
  Teen Friendly? No

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

The Moonriders boil out of the pass of Ghenesh, and war comes with them. It is a war that Amber is destined to win -- but who will win it for her? In this time of adversity, the truer character of Amber's royal children will be shown, and maybe, just maybe, one will be declared the heir.

This game does NOT use the Amber Diceless Roleplaying System! It uses a variant of the diced indie RPG Dogs in the Vineyard, which offers innovative game mechanics for political contests which will allow more socially-oriented characters to operate on an even footing with the martial types.

The conflicts of the game will center around political intrigue and military conquest, though other types of challenges may arise. Magical/Powers/Cosmological conflicts are unlikely.

Setting: In the past of Amber, at a time when some of the Elders had not yet been born.

Character Instructions: The following pregenderated Elders will be available: Benedict, Eric, Corwin, Deirdre, Caine, Fiona, Bleys, Llewella. There will be at least one more character than there are players, so nobody will be stuck with their last choice. The pregenerated character sheets will have opportunities for customization from the players.

If the players wish, they may contact me at e@apparentlynot.com before the con and reserve an elder (first come, first served). This is not necessary -- a character may be chosen at the time of the game instead.

Player Information: Minimum: 4 Maximum: 7

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

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Amber That Was
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

As the lowest ranking House in Chaos, House Amber has the singular pleasure of serving the Logrus, its Master, and all those who attempt its ever-changing incarnations. Saddled with the twin miseries of a genetic incompatibility with a fully-functioning Logrus imprint and the rumored history of being a defeated kingdom absorbed into Chaos, the family faces a bleak future. But this day, the Logrus Master makes an announcement, new eyes view ancient events, and help may come from a very unexpected place.

Setting: Countless centuries after Patternfall, in Chaos.

Character Instructions: Pregenerated characters.

Player Information: Minimum: 4 Maximum: 6

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

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The Shadowwalker’s Guide to the Universe
 

GameMaster: Amber Cook, Emma Samsone, Murray Writtle

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Alternate Amber

Far out in the untraveled backwaters of the unfashionable end of the well ordered arm of the Universe lies a small unregarded blue Pattern.

Reflecting from this at a distance of roughly ninety-two million shadows is an utterly insignificant little earth shadow whose Oberon-descended life forms are so amazingly primitive that they still think science-fiction is a pretty geeky idea.

This shadow has — or rather had — a problem, which was this: most of the RPGers on it were unhappy for pretty much of the time. Many solutions were suggested for this problem, but most of these were largely concerned with the movements of small multi-colored dice, which is odd because on the whole it wasn't the small multi-colored dice that were unhappy.

And so the problem remained; lots of the RPGers were dependent on statistics, and most of them were hackn’slashers, even the ones playing White Wolf.

Many were increasingly of the opinion that they'd all made a big mistake in changing from D&D to AD&D in the first place. And some said that even the Dungeans & Dragons had been a bad move, and that no one should ever have left the war games.

And then, one Friday, nearly thirteen years after one man had written a book saying how great it would be to go diceless for a change, one GM sitting on her own in a small coffee shop in Portland Oregon suddenly realized what it was that had been going wrong all this time, and she finally knew how role-playing could be made an international, everyday hobby. This time it was right, it would work, and no one would have to get anything published.

Sadly, however, before she could get online to email someone about it, a terribly stupid catastrophe occurred, and the idea was lost forever.

This is not her story.

But it is the story of that terrible stupid catastrophe and some of its consequences.

It is also the story of a series of books, a series of books called The Shadowwalker's Guide to the Universe — a Shadowearth series of books, published only on Shadowearth, and until the terrible catastrophe occurred, never seen or heard of by anyone other than Shadowearthdwellers.

Nevertheless, a wholly enjoyable series of books.

In fact it was probably the most enjoyable series of books ever to come out of the great publishing house of AVON — of which no one but an Shadowearthdweller had ever heard either.

Not only is it a wholly enjoyable series of books, it is also a highly successful one — more popular than Bring Me the Head of Prince Charming, better selling than Dilvish the Damned, but less controversial than John Gregory Betancourt's new Amber series of career-making knock-offs.

In many of the more enlightened role playing conventions on the Western Coast of the US, the Shadowwalker's Guide has already supplanted the great Wizards of the Coast as the standard repository of all gaming and stats, for though some think the writing (in the books) is poor and it contains much that is laughable, or at least wildly unlikely, it scores over the older, more pedestrian system in two important respects.

First, you only need to buy one sourcebook; and secondly it has the words Don't Throne War inscribed in large friendly letters on its cover.

But the story of this terrible, stupid Friday, the story of its extraordinary consequences, and the story of how these consequences are inextricably intertwined with this remarkable series of books begins very simply.

It begins with a group of players.

What happens when your shadow is unexpectedly demolished to make way for an under-shadow bypass? And your best-friend tells you they aren’t from Portland after all, but from a shadow somewhere in the vicinity of Igg? Then you are handed this strange book, an ebook reader containing all ten AMBER books and all the short stories - called the Shadowwalker’s Guide to the Universe, and it begins to tell you the truth about the universe you’ve been living in

"Shadow," it says, "is infinite. Or not. You just won't believe how many different theories Zelazny proposes in the books. I mean you may think that it being a matter of the Amberite’s desires makes a lot of sense, but that just contradicts what he says elsewhere. Read in ..." and so on.

After a while the background mechanics settle down a bit and it begins to tell you things you really need to know, like the fact that the Logrus is now so worried about the imbalance of power between chaos and order that any Broken Pattern you repair or new Pattern you inscribe whilst on an adventure is sorcerously removed from your story when you leave: so if you feel you are inhumanly strong and healthy, and look anything like Oberon or have red hair it is vitally important to try and walk the Pattern.

Setting: In the beginning, the Pattern was created.

This has made a lot of people in the Courts of Chaos very angry and been widely regarded as a bad move.

Many Amberites believe that it was created by some sort of Dworkin, though the Shadowearthdwellers of Shadowearth believe that the entire concept was in fact thought up in the mind of a human being called the Great Roger Zelazny.

Projecting out into the future of the Amberverse - Ambrathea is now faded into distant legend; the Courts have become a republic – the Imperial Universic Government, encompassing all of shadow, lead by a figurehead president; Shadowdwellers traverse the universe via a network of under-shadow bypasses, and one shadow is beginning to look a lot like the next

Character Instructions: Players will be able to choose from a set of pre-generated Arthur-like and Trillian-esque shadowearthdwellers that can be tailored to the player’s preferences.

[Warning: Trillians may differ from the book/radio versions by more than a little.]

Player Information: Minimum: 6 Maximum: 12

Players are requested to contact the GM(s) prior to the convention: Email Amber to choose your very own pregen to take home and flesh out a little before the con: changeling [at] hevanet [dot] com

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A Festive Romp in Castle Amber
 

GameMaster: Jeremy "Bolthy" Zimmerman
***Game may run late into the evening.***

   
  Teen Friendly? Yes

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

For as long as memory can recall, Amber has prospered without hindrance. While there have been occasional problems in the borderlands, there have been no threats to the Eternal City within recent memory. There are legends that an epic war raged once between Amber and Chaos. If such a war did occur, it is certainly a distant memory. The two Primal Realms have long been allies to varying degrees, and the families have often intermarried and interbred.

You have come to the Eternal City to claim your birthright as a scion of the Royal line: The Pattern. There are few who brave its shimmering lines of power, and many who have died for their boldness.

Setting: Amber, countless eons after the Patternfall War.

Character Instructions: Characters are pre-generated. Players will choose their character at the convention.

Player Information: Minimum: 4 Maximum: 6

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

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A Green Unpleasant Land
 

GameMaster: Drew Wood
**Game may run late into the evening**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

This is another installment in the actions of "The Corps of the Ebon Blade".

Prior knowledge or involvement in the Universe is however not neccessary. Players are members of an elite military force in a world of Steam Punk, Mad Scientists and a general 19th Century technology.

The Corps is to be sent on an undercover mission across the Sea to investigate disturbing occurrances in the fledgling "Confederacy of States". It will require a combination of military prowess, decisive action and Original thought to achieve the mission objectives.

Setting: Somewhere in Shadow. A World which does not know its place or role in the scheme of things. The world as known is thought to be the whole of the Universe. Amber, the Courts, and any knowledge of their inhabitants is outside of the scope of the game.

Technology is at a level equivalent to late 19th Century real world. However, 'Mad Scientist' like effects and a certain amount to Magic, mesmerism, and the like are accepted and acknowledged.

Character Instructions: Characters are to be built as the elite of the elite in a world spanning Commonwealth's military and special forces. Military or martial capability is primary to inclusion in this organization. This mission will however call upon covert capabilities.

Characters are to be built on 60 points using the ADRPG system. Major powers are unavailable. NO Trump, Pattern, Logrus.

Returning Characters will recieve some points for advancement.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Drew Wood. woodsonwater [at] elltel [dot] net

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The Prince of Darkness
 

GameMaster: Casey de Groof and Carrie Varley
**Game may run late into the evening**

   
  Game Description: Mystery -- Traditional Amber

The prince of darkness is a gentleman.
- Act 3 Scene 4, King Lear

Hell is empty,
And all the devils are here.

-Act I, Scene 2, The Tempest

Many a good hanging prevents a bad marriage.

-Act I Scene 5, Twelfth Night
King Flynn I of Chaos has assigned the Chaosian Security Command to what appears at first blush to be a fairly routine mission: Conduct vulnerability assessments, establish and enforce security measures and plan contingencies for worst-case scenarios for the protection of certain households. This should prove to be a nice breather after the deadly assignment of last month.

And you’ll probably need the space. Your wildly successful mission has brought you to the forefront of your political-minded family members. Now they plan to market your achievements to the best advantage of your House. After all, as Houses are made stronger by garnering the King’s favor, so are they made stronger by strategic alliances. However, as in any thriving spider’s web, trials and tribulations abound. There are rumors that Rowen Arackaday, who vanished after helping her son Malcolm escape from Royal custody, is stirring up the Anti-Amberite movement. There are also rumors that something is not right within the state of Thelbane

Setting: Follows the events in last year's “The Serpent Underneath”. Returning players will have first sign-up priority, but new players are most welcome to remaining spots.

Character Instructions: The GMs will be contacting returning players (after the signup phase is over) to work out character upgrades, and "What you did during your summer vacation". New players: You will be members of the second graduating class of CMAC (Chaosian Ministry Advance Course), and the GMs will work out with you the details about your character and House. Our website with game and House descriptions is at: http://webpages.charter.net/dcdegroof_1/

Player Information: Minimum: 4 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: Carrie Varley: cfvarley [at] gmail [dot] com

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ShadowWorld 2 (aka Underworld)
 

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

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

ShadowWorld 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: new players are welcome.

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://mainline.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://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have thirteen (13) 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: gm [at] shadowworld [dot] org

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Softly Did The Shadows Bloom
 

GameMaster: Ameer Tavakoli, Irene Schwarting

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

"Aye lad, I remember Julian." the man says as turns on his stool and faces you. Dressed in the well-worn uniform of the Arden rangers, his motions are smooth and assured. "There was never a man who knew this forest and all of its myriad ways better than he, and for all of his knowledge and his great steed, he was still killed by something deep in those woods."

"To my dying day, I will remember the sound of his hunting horn sounding through the valley. I lost count of the hours that I ran to his call, and around me I could hear other rangers doing the same. The image of the horror that met my eyes as I burst into the clearing scars me to this day. His great lance, bloodied and sundered, lay next to his broken body. And as I ran forward and gathered the body of my lord into my arms, I could see that his great armor had been pierced and broken in more places than I could count. Of the thing that attacked him, we have nae seen any sign of it since."

Pausing for a moment, the ranger subtly makes the sign of Unicorn in the direction of the darkness that menacingly embrace the torchlight around the perimeter of the barracks.

"Not that we had any opportunity to track the thing if we could. The deep woods are dangerous lad, and every team that has gone on patrol never came back, at least, they never came back in one piece. Now it is all that we can do to hold the main roads open, and the stations manned against the dark. Lord Brindamere has done as good a job as he could, and his Eagles have kept us on an even keel, but even he is feeling the shadows at his back."

"No disrespect as he has personally saved me many times over, but you would either have to be mad or fools to be involved in his scheme to take back the night. No one dares to go into the dark to tell the tale."

Setting: Julian was killed in Arden roughly five years ago. At the orders of Random, Admiral Brindamere, son of Bleys, was recalled from the fleet and has taken Arden under his charge. During that time many events have changed in the woods. The day that Julian died, his hellhounds went mad and went on a rampage killing anything and everything that got in their way. While many have been hunted down and killed, large feral packs live deep in the forest and occasionally hunt on the fringe. Julian's aviary was attacked by beasts in the night (descriptions vary) and was destroyed. While his famed eagles managed to escape, sightings of them are now rare, and are considered a sign of good luck.

The woods are now dangerous. Many of the main roads have heavily armed stockades at regular intervals where merchants, proceeding to and from Amber, shelter each evening. If Julian's eagles are a rare sight, even more unique is the merchant that has been caught between stations at nightfall and lived to tell the tale.

Over the course of the past few years, many of Julian's older rangers have been killed in the line of duty, and Brindamere, with King Random's blessing has been bringing in new blood to deal with the ongoing threats.

Recently, some troubling new events have unfolded in Arden, and Brindamere has requested the services of specialists from the King.

Gunpowder in the form of flintlock technology now work throughout Amber and the realms. In terms of technology, Victorian Steam-punk technology now work in the fringes of Arden.

Character Instructions: Players will have 150 points with which to make their characters. Bad stuff is allowed and we will punish you ruthlessly for choosing it.

Players may be, but by no means are they required, to be of the Royal bloodline of Amber. In order to choose Pattern, you MUST be of the bloodline and recognized by the Crown.

Broken Pattern and logrus are not allowed. Advanced powers are allowed.

For those who choose sorcery, please choose a specialty theme that defines your spells. For instance, pyromancy, battle magic, defensive magic, etc.

In addition, all players may choose a special skill in which their characters excel and in which they have no known equal. Examples include, but are not limited to: Tracking, Traps, Haiku, Horse-riding. Please note that your skill may or may not be relevant to the game.

Items: Please do not spend more than 20 points on items.

Characters submitted to us before the convention get an extra ten (10) points with which to make their characters. If your characters are not submitted in advance, we will create them for you, and there will be no exceptions.

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please contact both Irene and I with your characters: Ameer Tavakoli (ameer.tavakoli [at] gmail [dot] com) Irene (irene_s [at] charter [dot] net)

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The Unicorn School of Trouble
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

Game Description: Dark / Grim

You remember when the storm hit and the world shook and shattered and parts of some other world got mixed in and and everything was different and that was when the time you knew before died. You used to be able to sometimes slip into a world that was maybe a fairy tale but then after the big world storm when you slipped into the other world you couldn't come back and then you got lost. And then Random found you and took you here and it's on the edge of the sea and it's a big stone house and there's nothing around it and it's cold and there are other kids and you have to learn about how to defend yourself and stay alive because there are things trying to find you and eat you and kill you and they hide in the dark and they're called Chaos. Setting: This game is set after the Corwin books. The Amber royal family walked into the citadel over the abyss, and most did not walk out. The Pattern of Amber was attacked and destroyed, and Chaos now rules the Shadows.

Character Instructions: You will be playing children of the elders born since Oberon vanished, ranging in age from 6-13. Character generation will be done at the con, using the Pit of Vipers system created by Kristen Gibbs Schleick, John Schleick, and David Golden.

There will be an auction, so arrive on time!

Player Information: Minimum: 4 Maximum: 8

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

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Sunday, November 20, 2003 - 10am to 4:30pm

After all, what are friends for?
 

GameMaster: Jason Ray
**Game may run late into the evening**

   
  Teen Friendly? No

Game Description: Mystery -- Alternate Amber

The latest turn of the millennium means it’s time to get the party started! The party’s host is your Amberite cousin Correlan, and he asked you all to attend something unique – a party at a fabulous mansion in a shared Shadow where all the guests have equal control. Part of the planned festivities include a friendly Shadow Shaping competition to redecorate the mansion and take it from one world’s millennium midnight to another. It sounded like a good idea at the time . . .

It probably wasn’t Correlan’s plan to be murdered before the second appetizer course, nor was it yours to find out that everyone attending (including you) had their own reasons to want Correlan safely out of their way. It goes without saying that every one of your illustrious relatives has their own agenda and would like to go home with the right “party favors” in hand. Maybe murder was not your plan (or maybe it was!) but now you’re going to have to engage in a battle of wits to determine who gets to go home with their agendas advanced – or whether anyone is going to go home at all.

One last word of advice: In Amber, conflict comes in many forms but this time it’s not your Attributes that will win the day. Your mind, your insight and your ability to play a convincing role in front of your relatives are what matters.

Setting: The setting is Amber approximately at the beginning of the first series, but in an alternate Amber where Oberon didn't disappear but is often "vacationing" for long periods and all the Elders are active. While the personalities of the Elders remain much the same, their own schemes are significantly different.

Character Instructions: The game will begin with the auction but Attributes will not be your most important asset. Every character must have Pattern or Logrus Mastery at some level.

Characters should be built on 150 points, plus everyone will receive a "secret destiny" at the beginning of the game that will tell the tale of their own personal agenda and goals, and what they know about the other characters and THEIR goals.

You can build your own "secret destiny" in advance (with some advice from the GM), or you can let the GM build one for you (and get an extra 10 points) OR you can get one at random for an extra 25 points!

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please send your character write ups to Jason Ray at arthanyel [at] hotmail [dot] com, including how you want to handle your secret destiny.

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The Forms of Things Unknown
 

GameMaster: Ameer Tavakoli, Irene Schwarting, Todd Worrell

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

"Listen and take heed!"

The crier stood along one wall of the market, spouting one apocalyptic statement after another. In any other time he would have been ignored or arrested by the constables, but now a large gathering stood in front of him and listened intently to his every word. And who could blame them with the loss of so many members of the Royal Family?

The images of their bodies are still fresh in my mind. Eric and Moire in a macabre embrace, lying in a pool of their own blood. Benedict cut down while holding the lines against the Moonriders of Ghenesh and Corwin cut down shortly therafter.

While Brand has returned, he is a changed man and has rarely been seen in the city. If rumors are true, he can barely be recognized beneath the web of scars left by the Moonriders' blood sorcerers.

The Golden Circle alliance lies in ruins and there is no heir to the throne. It is only a matter of time before one of the Golden Circle kiingdoms challenges us. And if they do, would we win? Should we even try and hold onto the power we have? The blood spilled by our own suggests that perhaps our time has come.

Sighing heavily and deep in my own thoughts, I wandered back to the castle. Half-heartedly I returned the salutes of the Castle Guards and made my way to my chambers.

Only at the last second did I notice the knife whistling toward me from the shadows.

Setting: Way back in time ....

The Moonriders' attack on Amber was only barely repulsed, but their assault was a near-fatal blow to the realm. Many of the Golden Circle shadows are awash in blood and ashes and several members of the royal family lie dead or are heavily wounded.

In this time of death and turmoil, an alliance of several Golden Circle shadows has managed to stage a coup. They have taken over Castle Amber and many of the royal family are in hiding.

Character Instructions: Players are members of the Royal Family of Amber and will be pre-generated, though you will have some points to customise your character as you see fit.

The elders who can be played are: Bleys, Brand, Caine, Deirdre, Fiona, Flora, Gerard, Julian, Llewella, and Random. Please send me your top three choices.

If we get your character selection before the convention, you will have +10 points to spend on our character.

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: ameer.tavakoli [at] gmail [dot] com

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Gamestorm
 

GameMaster: Harvey Mills

   
  Teen Friendly? Yes

Game Description: Other; N/A

Not a game but rather a chance to knock heads with some of your fellow gamers about games you'd like to run. I'll collaborate notes and email to interested parties. This is inspired in part by the post con gamestorming that happens in the hotel bar after GCUK, (there's at least two games that I put my ideas into appearing next year), and Jeremy's call to arms saying he'd help plot games for this year. Flying visitors welcome.

Setting: NA

Character Instructions: NA

Player Information: Minimum: 4 Maximum: 20+

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

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Jurisfiction
 

GameMaster: Amber Cook and Linda Cottrell
**Game starts later at 11:00am**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Ever read a book once and liked it, then read it again later and hated it, or the reverse. What if that wasn’t you, but the parts were being played better/worse that time? Have you ever read a book a second time, and thought, that’s not how I remember it ending. What if, instead, there had been a change in the story, and it does end in a different way now, only you don’t trust your memory enough to notice?

(Where is it writ, that if it is written down, it is immutable and preserved forever?)

Who will protect the integrity of our favorite branch of literature, monitor the unhappy villains when they grow weary of always losing in the end, hunt down and retrieve dangerous monsters, robots or AIs when they escape, and deter any one from making those changes to the sacred works of fiction which so disorient readers in the OutWorld?

You? If you love books, and adventure, this is your vocation!

Jurisfiction – In Words We Trust

The Counsel of Genres is starting a new branch of Jurisfiction devoted to all books - published and unpublished, of the Speculative Fiction* genre, also known as Spec-Fics.

Become a member of Spec-Fics, and help police the bookworld in one of its most challenging literary categories.

A difficult genre at times, whose books are packed with heroic, ambitious characters on both ends of the gvse spectrum, sometimes containing worlds within worlds (or an infinite universe, all in one slender volume), superhuman creatures and great sources of power.

But oh the wonder, the mental provocation, and the glory to be found in them.

Good pay, full medical coverage, lots of travel, and some rather extra-ordinary benefits.

[* Speculative Fiction being an umbrella term for science-fiction, fantasy, horror, and alternative history.]

Setting: In a world very much like our own, except where people sometimes cross over to the Bookworld - and a very few lucky ones even work there.

Although Jurisfiction is based in the Well of Lost Plots, and the Bellman runs general meetings in Sense and Sensibility’s Norland Park, the new branch will work out of the Prancy Pony (post Black Riders).

Otherwise the game may take you into books familiar and unknown. (Although, at a con devoted to a certain author, certain books we all know might be on that list.)

[You need not have read any of Jasper Fforde’s Thursday Next novels to play in this game.

Inspired by the third Thursday Next book, but not a Thursday Next story, i.e. in this game, the Outworld will be very much like ours, lacking Spec-Ops, time travel, Suckers & Biters, a cultural fixation on classic literature, etc.]

Character Instructions: Pick your Pre-gen. (Some assembly may be required.)

People from our world, avid Speculative Fiction readers, who have an existing predilection for ‘crossing the borders’ into the world of a novel.

You then supply the name, a quirk, and a couple additional bits (or more if you like).

Some examples, you ask?

A professor of medieval studies, and SCAer, who brings the books on his syllabus ‘alive’ to his students.

An editor of fantasy novels, to whom the characters sometime speak late at night, making convincing cases for certain changes or lack thereof.

A programmer (and yes, small-time hacker), a big reader, but who eshews books and only reads on-screen, to whom the story can become a VR-like movie/videogame, and to which experience he or she has become addicted.

The characters will have gone through some weeks of training, and are about to embark upon their first assignment.

[This is a game of co-operation and goodwill - while characters may well have conflict or personality clashes, the spirit of the players will be team work, creating a good story, and making a good game for everyone.]

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: changeling [at] hevanet [dot] com

Aside from getting the characters choices, there are bits of optional info I’d like to get from players before the con.

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Of Kinship and Tears
 

GameMaster: Eric Todd, Dan Christensen

   
  Teen Friendly? Yes

Adventure / Heroic -- Alternate Amber

Of the twelve patrician lines, House Benedictus 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.

Having defended the Golden Circle against invasion, your family has been given its reward: Legislation from the Council, ordering you to actions your coffers cannot fund. Faced with bankruptcy and exile, you stand at the crossroads of duty, honor and rebellion.

Setting: As you will recall, your characters are the children of the Benedictus lineage, during a time when Amber is mighty...and fragile.

Character Instructions: This is a continuation of last year's game and quite possibly the last! As such, there will only be room for returning players.

Please email me any notes or information you have from last year's session. I'll pull them together and send them out to the entire group, prior to this year's game.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: erictodd [at] gmail [dot] com

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Merry Hell
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

With the end of the Patternfall War, a great many Chaosian refugees turned to Amber for a new homeland. With the treaties signed, King Random accepted many thousands into Amber, granting them full citizenship. With this development, the Weir petitioned for citizenship of their own, bringing a second feared minority amidst Amber natives. Every faction has its goals, its dreams, and its desires.

Amber has weathered some difficult transitions in the twenty-two years that King Random has held the throne. As post-war peace with Chaos continues to hold, Amber’s citizens have learned to live with the immigrant shapeshifters in their midst. Similarly, acceptance of Amber’s Weir citizens is growing, although some still mutter darkly about the murders committed by rogue pack members two years ago.

The city newspaper reports that the King of Chaos has died. The royal house of Amber prepares to take leave from the castle in order to attend the funeral, leaving only Prince Gerard behind. As the first snows begin to fall on Amber, strange occurrences begin.

Setting: Twenty-two years after Patternfall.

Character Instructions: Pregenerated characters will be provided. This is the second installment in the same universe as last year's "Infernal Desires." Returning players will be given first choice of characters. It is not necessary to have played last year to make sense of this game.

Player Information: Minimum: 3 Maximum: 5

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

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Princesses in Rebma
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Exploration -- Amber with a Twist

The mysterious underwater city, the inverted image of Amber ruled by a powerful Queen. Long before the Patternfall War, Rebma had its own intrigues and clashes. This is a game of intrigue in the royal court of Rebma, in the heyday of Avalon before Morganthe's elopement with Random. There may be visitors from Avalon or Amber, and Moire, Morganthe, Random, and Llewella are likely to appear (as PCs if chosen, or as NPCs otherwise). The focus will be the subtle intrigues over the future of relations between Amber and Rebma. This will an alternate history which could take events in a different direction than they did in the chronicles.

Setting: Rebma in the heyday of Avalon, before Morganthe's elopement.

Character Instructions: I can provide a variety of characters (including choices of the known characters Moire, Morganthe, Llewella, or Random), or you can send me character ideas in advance -- which could include almost any of the Amberites of the time, though a preference is for characters with ties to Rebma. A variety of power levels is possible. Character with less outright power will be balanced by superior position, knowledge, and connections.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: John Kim - jhkim [at] darkshire [dot] net

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ShadowWorld 3 (aka Underworld)
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

ShadowWorld 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: new players are welcome.

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://mainline.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://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have thirteen (13) 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: gm [at] shadowworld [dot] org

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Family Bonds
 

GameMaster: Casey de Groof, Cindy Henderson and Carrie Varley

   
  Teen Friendly? No

Game Description: Mystery -- Amber with a Twist

Family Bonds

Plenty: Hi. My name is Plenty O’Toole.
Bond: Named after your father perhaps?

Caroline: I enjoy a spirited ride as much as the next girl, but-- (A woman pulls up alongside and smiles.) Who's that?
James Bond: The next girl.

Bond: What would I ever do without you?
Moneypenny: As far as I can remember, James, you've never had me

You are waiting in a well-appointed skyline office suite with several other people. All of you appear to be strangers to one another. You are sitting around a lacquered mahogany table in high-backed leather chairs, crystal water tumblers at hand. Someone has lit a cigarette, and you amuse yourself with finding your likenesses of your ex-lovers in the smoke. You had just found your last arm trophy when the door opens abruptly. A distinguished man in a grey pin-striped suit strides into the room, casually tossing his portfolio onto the mirrored surface of the table. It lands elegantly in front of the executive chair at the end of the table. He takes the seat. Glancing around at each of you in turn, he pulls out a sheaf of legal papers. He pulls out a pair of reading glasses, clears his throat and begins reading.

“To my children-“

The sudden rustling in the room is a clear sign that this is a surprise to the others, as well as yourself.

The man continues unperturbed.

“- I had hoped this day would not come. Years ago I gave my attorney instructions to contact all of you if he had not received word from me each year on an appointed day. If you are listening to this, I am either dead or being forcibly detained by one of my relatives. I am breaking my own primary precept by asking for your help.”

You hear the sounds of crystal as the man pours water for himself. He takes a drink before continuing.

“For their own reasons, your mothers decided that I could not be part of your lives. For my own reasons, I agreed to this. But now, for your own safety, you must know who you are. My attorney, William Roth, will answer your questions shortly. But first, I am asking each of you to do one thing: Find out what happened to me. If I am alive, I have much to tell you. If I am dead, then any of you could be heir to a great Kingdom.”

At that point the attorney sets the papers down.

“My apologies for being the bearer of ill news. My client, Mr. Bond, has instructed me to answer your questions to the best of my knowledge.”

He looks at all of you expectantly.

Setting: The game takes place in a slightly altered Zelazny multiverse, and begins on Earth.

Character Instructions: This game will begin Sunday around noon-ish, and is designed for players who are either 1) willing to stay later at the con or 2) staying through until Monday. Players will have the choice of their mother from a list of "Bond Girls". The GMs are hoping to have characters created before the Con, but since the game is on Sunday, we're willing to talk about your characters over a beer. Not just cheap beer, either.

Player Information: Minimum: 8 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: cfvarley [at] gmail [dot] com

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Dogs in the Vineyard: Hobbestown
 

GameMaster: Pôl Jackson

   
  Teen Friendly? No

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

Hobbestown is a town in trouble, no mistake. Sister Maribelle - married less than a year! - has made a cuckold of her new husband. She's been cheatin' with that slick Easterner, Steven Lords, and had his child! Now her husband has cast her out, and her preacher daddy has taken the baby (to "raise it right", he says). Half of the Faithful are sympathetic to Maribelle, and the other half think she deserves worse. Arguments have gone from shoutin' to brawlin', and if no-one steps in, will soon come to shootin'. This town is tearing itself apart.

And that's where you come in, Dog. It's your job to bring peace to the Faithful. Can you do what's necessary to save the town?

In "Dogs in the Vineyard", you play God's Watchdogs in a West that never quite was. If your favorite part of Amber is making hard choices for your character, then this is the game for you.

Setting: The frontier territory is based loosely on pre-statehood Utah. The Faithful have communities spread out all over the territory, raising families and working the land. The land is fertile and crops are plentiful, but the winters are long and brutal. The Dogs travel from town to town, bringing news, doctrine, support for the weary, blessings for the Faithful, and judgment for the wicked.

Character Instructions: Please don't make a character beforehand. We'll be making characters around the table, talking about the game and bouncing ideas back and forth. Any pre-concieved notions may not survives this process, so stay flexible.

Player Information: Minimum: 2 Maximum: 4

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

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Game-related questions should be directed to Simone.
Last Modified: 10/15/04