Game Book - ACNW 2006

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Thursday, November 2, 2006 - 7pm to midnight

Afraid of No Ghost
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

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

[music ends]
"Dude. What is THAT?"
"Look, if just one of you says `Zoinks!' I'm hitting you with a drumstick. Same if you quote `Ghostbusters."'
"But it's a full-figured floating apparition!"
[bonk!]
"Hey!"
"Told you."
"What's it doing?"
Random sighed. "It wants us to follow it. Think of it this way: I think it's a fan."

Setting: You are a member of the Electric Tongue, a somewhat successful band that had its humble beginnings in the living room of one Random Preston. Everything was going great. From playing school dances you're now actually on tour. You've got roadies. You've even got groupies. And now? It looks like you've got ghosts.

Character Instructions: Game is extremely freeform. Characters are built on six points, with no powers, no points in attributes, but maybe some (non-sentient, non-shapeshifting) modern items, or access to a Shadow, or even an Amber devotee. Attributes are assumed to be all "Chaos"-level. Your characters can play instruments. Beyond that, tell the GM what your character used to do for a day-job (before this band took off!) in a Shadow not too unlike Earth, and how they met Random Preston.

Player Information: Minimum: 4 Maximum: 5

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

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Brave New Krypton
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

An Elseworlds Adventure. It has been almost 20 years since the aliens arrived. A few hundred survivors of a doomed planet many light-years away, they escaped the destruction of their planet in giant space arks. At first these aliens, who looked so much like ourselves, seemed to be a blessing as they shared advanced scientific knowledge with humanity, but it soon became a nightmare. The Earth's environment made the newcomers exceptionally powerful. Under the leadership of General Zod, they set themselves up as Earth's new masters and began changing the planet into a replica of the world they had left, a planet named Krypton. Recently, the resistance has learned that the Kryptonians have a weakness: radioactive crystals from their homeworld. Can the resistance use this information to finally end the alien occupation?

Setting: Occupied Earth 2006.

Character Instructions: Players may play almost any superhero or supervillain from DC or Marvel comic books. In this alternate timeline, the heroes may have a different history,

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Email James at Nuadha_Silverhand [at] yahoo [dot] com

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Champions of Amber
 

GameMaster: Dawn Greenlee
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

This is Lily Bariman reporting from the City of Amber, Hero Desk. Its been an oddly quiet month for the Heroes of the City. We can only hope that it is just that after last superbattle in Oberon Plaza which as you all know resulted in the imprisionment of DarkRanger and his gang of high tech terrorists, the villanous elements of the city are laying low. Let us all hope and pray to the Unicorn that nothing big is going to happen.

There has yet been another report of the nefarious Ghostwheel activities on the Internet. Its latest action is related to the rescheduling of all the traffic lights in the downtown area which resulted in the gridlock that last for over 3 hours. The police are appealing to the people, if you have any information on Ghostwheel, please call the hotline number listed below.

On a lighter note, if the rumours are true, it looks like Merlin the Magican and his lovely assistant / co-hero, Magik are finally going to tie the knot. For Magik’s White Tower has had many visitors related to weddings, including the world famous dress designer Jean-Paul deFleur. Be assured we will keep you informed as this event unfolds.

And now onto the sports desk, I give you Drake Hendrake.

Setting: City of Amber -- modern time, after the Corporate Wars.
Players will be playing heros/champions of the City of Amber.

Character Instructions: Do to the nature of this game, character generation is game/campaign specific. Character statistics and abilities will be customized during pre-con character generation. All characters must be approved before the Con starts by 1 week before the con. I will need a few days to run a stat auction. Don't worry about stats right now, I will explain that in my opening email to all players.

Yes -- you get a chance to play a superhero with an Amber or Chaos flare. Characters don't know that they are Amberites or Chaosites. Nor do they know about 'Amber it truly exists'.

I will explain further detail to all players that wish to play in a character generation email.

I will have a few pre-generated available but these will be limited. I highly recommend you generate your character if you can to increase your enjoyment.

Player Information: Minimum: 3 Maximum: 5

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

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Dust 2 Dust: The First Amber-Chaos War
 

GameMaster: Jen Edwards

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

The City of Amber is readying itself for a magnificent celebration, but many in the castle environs are unsure of how to feel about the events surrounding these coming festivities. The hundredth anniversary of King Oberon's reign will be marked by a week of feasting and of pomp, but at the end of the week, a new and disquieting precedent will be set.

Three times during the history of Amber has the King sponsored the Inheritance Festival, during which his sons are feasted, toasted and gifted in honor of coming into their full inheritance as Princes of Amber. These festivals all took place for Oberon's adult sons: Benedict, Osric and Finndo. Now, however, a proclamation has been sent out that the Inheritance Festival will make a reappearance - but this time, the recipient is the court sorceror, Balthasar. Worse yet, Balthasar is a recognized son of King Swayvill of Chaos. Many in Amber fear the repercussions of Oberon's statement, which is tantamount to admission of adulterous unions with the wife of a fellow sovereign. Worse, they fear the repercussions of treating a bastard with the same care and attention of his trueborn heirs. It is whispered that Oberon and his Queen, Cymnea, have been on very bad terms of late, and that Oberon's relationship even with his favorite, Prince Finndo, is becoming strained.

In Chaos, matters are troubled for an entirely different reason. The sons of Swayvill, irritated at their father's nominal immortality, are seeking to take matters into their own hands through plots and intrigues. The Throne of Chaos, still pious to a fault, refuses to acknowledge the creations of the Apostate Dworkin Barimen, and has never recognized Amber as a Sovereign country. Because of this, Queen Lessima is saved from execution for treason - only by a technicality of pride. Nevertheless, the appearance of an odd cult and mysterious murders in the vicinity of the Thelbane have the defensive forces up in arms. Fingers are pointing in every direction, and many whisper (where they feel sure not to be heard) that the person most profiting in power from this rocky situation is the Royal Inquisitor, Prince Stegr - known as 'Sinister.'

+

This game will involve the machinations of war and the war itself, as well as the aftermath. Players will have about 200 points to build basic characters, either in Amber or Chaos. Characters, powers and places are in the Dust 2 Dust section of:

http://www.geocities.com/strategissa/

Contact me as soon as possible with your character choice.

Setting: In the first hundred years of Oberon's reign. Very very early.

Character Instructions: See web site.

Player Information: Minimum: 4 Maximum: 8

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

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Glass Coffins
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? No

Game Description: Dark / Grim -- Throne War

The storm stands above you. The deluge leaves no room for picturesque or pithy sentimentality, no "nature's tears", and interspersed with the rain is an energy far deadlier. Reality sheds its skin as it is stripped to the bone by the cruel indifference of the storm.

And in, what was, the center of it all, they lie in state, Merlin and Random, icons in their person of their realms, the remnants of their existence are all that anchor reality...and that influence is fading faster as the universe loses its sanity, light itself becomes incoherent, and reality loses focus.

And by them both, a woman gently weeps.

The thrones stand empty, a mere matter of a few steps and the matter seems urgent. Having seen the ending of a King, are you willing to venture on a beginning?

Setting: This is an Amber based scenario which takes place after the deaths of Merlin and Random.

Character Instructions: Heir and a spare...literally. Players are requested to envision both an Amber based and a Chaos based character. I will be choosing a mixture of characters for start of play and I'd like to have some options in balancing characters from both ends of reality. This also provides the players with an option in case one of their characters gets dead very early in the scenario...I MAY be persuaded to let you have a second try with the spare character.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Stephanie Itchkawich at darkharp [at] hotmail [dot] com Please send characters for approval before the con.

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One Spikard to Rule Them All
 

GameMaster: Todd E. Worrell, Stephanie A. McMechan

   
  Teen Friendly? Yes

Game Description: Exploration -- Amber with a Twist

"Three spikards for the Sorcerers, magic unsurpassed,
Seven for the Dwarf-lord with his Pattern under stone,
Nine for the Princes in ordered Amber cast,
One for the Dark King on his serpent throne
In the Courts of Chaos, where the shadows die.
One spikard to rule them all, one spikard to find them,
One spikard to bring them all, and in the Abyss bind them.
In the Courts of Chaos, where the shadows die."

This will be a co-creative game, wherein all of the players contribute to the plot, events, and fun by following or diverging from the plot of the Lord of the Rings trilogy. Bring your creativity and be prepared to have fun together.

Setting: In Tolkien's Universe, with Amber names and places substituted for Middle Earth locations. The game begins at the Great Council of Bleys in Yggendell. Where it goes from there is up to the players.

Character Instructions: Available Characters:
Merlindo (Frodo)
Lukam (Sam)
Corwinagorn (Aragorn)
Benedictolas (Legolas)
Gerardli (Gimli)
Cainomir (Boromir)
Jurtum (Gollum)

Player Information: Minimum: 4 Maximum: 7

Please email Todd your top 3 character choices. Everyone will be contributing to the actions of and/or playing the other NPC's EXCEPT that you can't play Gandalf.

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Princesses in Rebma
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- 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. 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 -- also different from last year's event.

Setting: Rebma, a few dozen years before the the first series

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. If you played last year, you can have the same character but we're re-setting the clock: none of the last stuff happened, and the background could be quite different this time. 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: Contact John Kim at jhkim [at] darkshire [dot] net

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Pub Theory and Game Crawl
 

GameMaster: Leslie Lightfoot
**Game may run late into the evening.**

   
  Teen Friendly? No

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

In the grand tradition of Andi Blija’s "Why Are You Sitting Here With Me Instead of Running a Game?"

Please join me in this relax-a-slot as we tour the various drinking establishments of McMenamins Edgefield and propound our favorite ADRPG (and other game) theories. This will be a loose (probably unhinged by the end of the evening) discussion forum and a perfect chance for the jet-lagged or the slow-starter to warm up for the Con. As an added bonus, I will stand for the first round.

Setting: McMenamins Edgefield, Power Station bar starting at 7pm. After that? Who knows.

Character Instructions: Bring your theories, opinions, and thirst.

Player Information: Minimum: 2 Maximum: 10

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

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Public Relations
 

GameMaster: Robert Haight

   
  Teen Friendly? Yes

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

When Random's ascension to the throne proved unpopular with people throughout Amber and the Golden Circle, Random hired a professional PR team from shadow Earth. The PR team was so successful at selling Random's kingly virtues that most of the other elder Amberites retained the same PR firm. However, after the pattern fall war, public scrutiny has increased with the rise of tabloids, paparazzi and tell-all books. These improvements on the ancient Amber traditions of scandal and character assissination keep the PR team busy as they defend the images of their clients against attacks from all sides.

Join the PR team of Ferris-Ross as it struggles to keep sheen of greatness on the lords and ladies of Amber in the face of sex, controversy and the end of the universe

Setting: Post-pattern fall, history tracks with the first series. Chaos remains mostly unknown to those not vetrans of the war.

Character Instructions: 50 pt. Human characters, limited amberite ancestry permitted. Allowed powers, Partial Pattern (20 pts), Sorcery, Conjuration, Shape Shifting, Trump. +/- 5 stuff.

Player Information: Minimum: 4 Maximum: 6

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

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Revenge of the Babysat
 

GameMaster: Simone Cooper, Drew Wood, Anneke Floor
**Game will start later at 8:00 pm. Game may run late into the evening.**

   
  Teen Friendly? No

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

At last, a few years of peace settle over the New, Improved Flaumel Estate. It's been a beautiful, extended New England fall here in New York. Brothers, sisters, and cousins have come to enjoy a few well-deserved freedoms in their erstwhile prison. This year, King Random has announced that the "kids" of Shadow are finally to be welcomed to Amber with great fanfare, debuting at last to the society of royalty, the Golden Circle, and Amber herself. Today is the day you say goodbye to the Earth of shadows and move to your rightful places. Side by side.

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: Simone Cooper: simone [at] wyrdrune [dot] com

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ShadowWorld
 

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

   
  Teen Friendly? No

Game Description: Dark / Grim

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.

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

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, Ecuador and Vanuatu, 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 fifteen (15) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

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

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Trump the Artist
 

GameMaster: Alisia Silliman
**Game may run late into the evening.**

   
  Teen Friendly? Yes

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

Is your artistic talent relegated to a couple stick figures and _maybe_ some arrows? Have you had a character in mind you've never really been able to cast? Maybe you've got a game later in the convention you'd like to bring a picture of your character to, or maybe you're an artist and you'd like to talk some shop about putting left-brained player word concepts into right-brained artist designs? "Trump the Artist" is an opportunity to get a character sketch for each "player" by the "GM" as well as discussion on design work, different techniques, and how to make your Trump Contribution even spiffier!

Setting: [as above]

Character Instructions: It would be great if you brought a detailed description and/or casting for your character previous to the event.

Player Information: Minimum: 3 Maximum: 6

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

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Under Endless Starlight
 

GameMaster: Kath Nyborg and Andi Blija
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

In the Shadows of Faerie, all is not well. Inky darkness flickers at the edge of sight, and the Fell creep across the land, stealing dreams and, some say, souls. Strangers, haloed in a golden light, bring visions and turmoil, as they wander paths previously unknown, drawing the Fae away from Faerie to who knows where.

Queen Ella reigns alone in Castle Adamant, her husband, the King, laid to his final rest after the Fell slew his hunting party. Her General, Duke Benedicte, has been charged with repelling the Fell, and the Marquis of Argent, Brandwell, has been given the task of discovering who murdered the Princesses Rosella and Blanche. On the Queen's behest, Benedicte and Brandwell have gathered a group from the realms of Faerie to assist in their endeavors.

From all who live in Faerie, you have been chosen. It is an honor, they tell you. A dangerous honor.

Setting: Somewhere out in Shadow.

Character Instructions: Characters must be taken from a fairy or folk tale (any country of origin), and built using modified Amber rules. Please contact the GM for all the juicy bits re character creation.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please contact Kath at kath[dot]nyborg[at]gmail[dot]com

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Friday, November 3, 2003 - 9am to 1pm

Aurellis
 

GameMaster: Tim Hart

   
  Teen Friendly? Yes

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

Continuing adventures in the universe of the FBI Special Operations section, the British Regiment of the Keys, and parallel dimensions of worlds, where strange civilisations seem to think that Earth is either a resource or an opportunity for gain.

Note - this is a different scenario from the one Saturday evening - players could play either or both.

Setting: Multverse? What multiverse? What sane person could ever believe that just by stepping into a metal carriage with no windows, you might be transported to an entirely different universe - I mean really! (otherwise known as modern day earth with some weird things going on).

Character Instructions: Existing characters are always welcome to return - new characters start on modern day Earth, somehow connected with either FBI or British army special operations, and characters are generated prior to the con using a quiz I will send out.

Player Information: Minimum: 4 Maximum: 8

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

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Exponential
 

GameMaster: Eric Todd

   
  Teen Friendly? Yes

Game Description: Sci-Fi / Futuristic -- Other; N/A

"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. This is an ongoing, episodic game so both new players and those who have characters from previous episodes are welcome to join in.

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: 5 Maximum: 6

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

If you're not a returning character, please contact me with a character concept well ahead of the convention.

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Fionastein
 

GameMaster: Lee Bynum

   
  Teen Friendly? Yes

Game Description: Mystery -- Amber with a Twist

The zombies came, they ate some brains, you kicked their butts. It’s not like any average apocalypse is going to stop an Amberite! Unfortunately, it seems that the infestation was wider than you thought. Exploring wider and wider throughout shadow only leads to more and more zombie infested wasteland. Something has clearly gone wrong! Even worse, your trumps don’t seem to be working properly. I guess you’ll just have to go home and find out what’s what.

Setting: Fionastein starts off in Amber proper. The characters have just returned from their own various disasters to find a zombie overrun Castle Amber.

Character Instructions: Characters will all be children of the Elders. Characters should be built with 150 points. Pattern is not free, but is strongly encouraged. Trump has stopped working prior to the start of this game, so trump items and powers are "free."

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please email kainesh [at] yahoo [dot] com with characters. This isn't critical, but if you get them in before November you can have 10 extra points and my thanks.

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Gargoyles and Grails in the Dreaming City
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

In the years since the Sidhe inhabitants of Murias opened the gates of the great city to mortals, the city has grown in ways that they could never have imagined. Modern technology and ancient magics coexist in the Dreaming City and it has become a haven for all sorts of mythical creatures. Frozen in stone for decades by a powerful spell, the latest additions to the city have been seen soaring over the skies of Murias. They are winged gargoyles from a time when superstition and the sword ruled and if they don't adapt to the new world quickly, they will never be able to keep the oath they made centuries ago: to protect the grail. They will need allies who understand the city....

Setting: Half-way between Earth and the Ethereal plane, in a world commonly known as Faerie.

Character Instructions: Characters will be built with 120 points using the Dreaming City system found at http://www.geocities.com/nuadha_silverhand/dreamingcity/dcsystem.html. Returning Dreaming City players may continue with their characters and will have additional Experience points to spend. New players who wish to create a new character must contact the GM before the con. Pregenerated Gargoyle characters will be available at the con.

Player Information: Minimum: 4 Maximum: 8

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

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Halloweentown Hustle
 

GameMaster: Kingsley Lintz

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Throne War

It's our town, everybody scream!
In this town of Halloween...

Jack's gone missing again, and it's been long enough now that the Mayor has even given up despairing about it. It's time to move forward. More to the point - if somebody doesn't fill the void, the Boogey Man will. He ruled Halloween once, before Jack came. That was back when Hallow's Eve was a night to lock the door and spend the night praying...and it wasn't much better for the residents of Halloweentown. Nobody wants that again.

October has come back around, and it's the last chance for somebody to take charge. You've got one month to put together the best Halloween plan ever, all the while sabotaging your competitors and keeping Mr. Oogey-Boogey from getting out of his cage. Note that though this is essentially a throne-war variant, it's not one based on killing each other. After all, most of you are already dead.

Setting: Halloweentown, as per Tim Burton's "The Nightmare Before Christmas"

Character Instructions: Players can take over any of the following semi-pregenerated characters:
The Vampire Lord
The Warlock
The Goblin King
The Seamstress (queen of the animated creatures)
The Spectre (leader of the immaterials)

The characters noted in the movie or songs are available as Allies, but you're the leaders - the ones poised to take power.

Player Information: Minimum: 4 Maximum: 5

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

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Just when you thought it was safe to go back into space . . .
 

GameMaster: Jason Ray
**Game begins 30 minutes later at 9:30 am**

   
  Teen Friendly? Yes

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

Game type: Action-Adventure with a dash of political intrigue. Non-technical SF

Synopsis

Clan Korval has just finished re-locating to the planet Surebleak after the collapse of the Department of the Interior and their exhile from Liad. The Clan has a number of immediate crisis to be resolved including how will Korval resume its trade empire now that it’s not on Liad, will many of the Great Houses of Liad come after them, how the Juntavas reacting to the defection of Pat Rin’s lady and the upheaval on Liad, and what will result from their pet Yxtrang and the connection between Jela’s troop and Clan Korval? And is the Department truly gone, or are there Agents of Change still out there running amok?

With that as a backdrop (a Picasso, if I am not mistaken) a Korval ship in transit to Surebleak discovers a derelict alien spacecraft full of strange technology and no remains of ANY kind of the original crew. They tagged the wreck and salvaged what they could, and brought it to Surebleak looking for some direction from the Clan elders on what to do about it. One of the few things they found is truly amazing – a set of portable communicators that are instantaneous across ANY distance. Maybe some of the other items are equally amazing. Maybe it’s a race to see who will own this new knowledge. And maybe now someone is looking for them . . .

Background Material

Read the four main line books in the Liaden universe by Sharon Lee and Steve Miller: Agent of Change, Carpe Diem, Plan B, and I Dare. For additional background on Shan and Priscilla, also read Conflict of Honors.

The Liaden Universe has four main races – 3 humanoids, the Liadens (Master Traders in an ancient society full of protocol, honor and nuance), the Yxtrang (think Klingons without lobsters on their heads) and the humans (yes, garden variety homo sapiens), and one non-humanoid, the Clutch (8 foot tall bipedal turtles with millennial lifespans and mostly unknown capabilities). The player characters are all humans or Liadens.

Roleplaying will be absolutely essential especially in Liaden-to-Liaden encounters as the formality of the society offers endless opportunities for entertainment. The game will take place across multiple star systems and the group will undoubtedly split up at various times – but thanks to the alien communicators they will all be in constant touch. Don’t worry about spending a lot of time watching others play, however, as there will be plenty of action and subplots to go around – and in addition to the GM there may be people playing NPC’s to keep the party rolling.

Setting: Set in The Liaden Universe immediately after the latest book in the series. You don't have to read the books in advance, of course, but it helps to set the stage for the cultural interactions.

Character Instructions: There are a maximum of 8 players, and 8 preset characters from the novels. They will appear on stage in the order below. When you sign up select your top 3 choices of characters and you will be sent an information package on them at least 1 month before ACNW.

Characters Profession Much like a
1) Val Con yos-Phelium Scout Commander “Ranger”
2) Miri Robertson Mercenary “Fighter”
3) Shan yos-Galan Trader/Healer “Bard”
4) Priscilla Mendoza Dramliza “Mage”
5) Pat Rin yos-Phelium Gambler/Sharpshooter “Fighter/Thief”
6) Natesa the Assassin (Inis Bahr) Juntavas Judge “Assassin”
7) Cheever McFarland Mercenary “Fighter”
8) Anthora yos-Galan Dramliza “Psychic/Mage”

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact Jason Ray at arthanyel [at] hotmail [dot] com

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A Mook's Life
 

GameMaster: Chris Lightfoot, Nick Lightfoot

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

"Minion Tested, Villain Approved"

You've got your chops in the henchman business. You've been shot, punched and kick-boxed in the service of Doctor No, Lex Luthor, KAOS, The Order of Skull and Bones, or one of the umpteen other villains and villainous organizations bent on world domination. They've never succeeded (that you know of) but at least you get paid. Usually.

Your latest boss is a big brain that calls himself Master Plan, another walking ego in a tin suit. You've worn his uniform for the past few months, guarding the construction of Plan Inc.'s secret island fortress, and now it's time for a little R&R.

Too bad the intruder alarms had to go off...

A Mook's Life is a comedy/adventure from the point of view of the goon, that staple of spy, superhero and adventure genres.

Setting: A secret villain lair located on a remote island in the South Pacific (think "The Incredibles").

Character Instructions: Rules are Amber Diceless, bastardized to fit the unique Mook experience. Pre-generated characters will be available at the start of the game. You'll have the opportunity to personalize your Mook's checkered past.

Player Information: Minimum: 3 Maximum: 6

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

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NINF - Horror Rise
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

Game Description: Mystery -- Alternate Amber

The word has gone out through the Speakers that there is a new kind of danger creeping through Shadow. Something that twists and warps the Between Lands. You have recieved word from Llewella to come in. She has a new assignment for you.

Setting: … so the Jewel of Judgement was shattered in the repair of the Pattern, and there was no hope that the children of Oberon would survive the massive storm which swept down on them through Shadow; but Princesses Fiona, Llewella, and Flora joined their efforts together and parted the world storm. In the aftermath, Fiona became Queen of Chaos, and Flora was made Queen of Amber. Llewella walked the worlds between, and kept the peace.

One hundred and fifty four years have passed since Patternfall. You are the Speakers of The Law, sworn to no country, no queen. Some call you Llewella’s Hounds. You ride the Between Lands from Black Zone to Golden Circle, and you keep peace.

Character Instructions: Speakers come from all walks of life, all places, all social circles. Characters 150 pts, plus 10 for character questionnaire, plus 10 points for picture (You need not be an artist. Torn out of a magazine is fine as long as it can give the other players a grip on your character.) You must possess a power which allows Shadow travel.

Player Information: Minimum: 4 Maximum: 10

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

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The Sable Game
 

GameMaster: Trish Hart
**This is a two-part game, which continues in Slot 3, you must have signed up for it in Slot 3 as well**

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

The Sable Game is a serial campaign based on the Amber Diceless RPG, but is set within a non-Amber Pattern-type realm. Previous iterations have been run at ACUK, ACNW and ACUS. The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators,etc - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich. Returning characters from any iteration of the Sable Game are welcome. The game website is available at: http://www.fugue.org/Sable/.

Setting: Set within a non-Amber Pattern-type realm, with mostly standard Amber rules.

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. Existing characters 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.. No constructs. Other items will need to be cleared with the GM.

Player Information: Minimum: 6 Maximum: 8

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

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Show Up, Play Games
 

GameMaster: Pôl Jackson
**Game begins one hour later at 10am**

   
  Teen Friendly? Yes

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

Show up, play games! I'll bring a small collection of board, card, roleplaying, and party games. We can either play one big game as a group, or split up and play a bunch of smaller games. Got a short game that you'd like to try? Bring it along!

Setting: I'll probably be bringing:

Board: Lost Cities
Card: Jungle Speed, Once Upon A Time, Gother Than Thou, Cowpoker
Roleplaying: Executive Decision, Death Stakes, the Shab-Al-Hiri Roach
Party: Are You A Werewolf?

And possibly other games, as long as they're small. (I'm trying to travel light.)

Character Instructions: * Got a particular game that you'd like me to bring? Let me know!

* This is a pretty unstructured event, so it's not a problem if you want to show up late, or leave early. But do please let me know if you plan on showing up late. I don't want to have anyone kept waiting because the rest of us jumped into a long game!

Player Information: Minimum: 2 Maximum: 20+

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

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So long and thanks for all the Ambergris!
 

GameMaster: Thaddeus Rice

   
  Teen Friendly? Yes

Game Description: Humor/Spoof -- Amber

Ambergris! Once thought to be a mysterious, romantic element highly prized for its scent and rarity: the Chinese even believed it to be the magical cast off spittle of Dragons: Ambergris captured the imagination of the world and has been used in perfumes since ancient time. Now we know it for what it really is...the undigested secretions of sperm whale intestines...in other words....Whale Vomit! Amber! Birthplace of The Pattern, home to a race of immortals that control the fundamental nature of reality, The Land of which all others are but pale shadows, a classic series of sf/fantasy books by the legendary Roger Zelazny...see any parallels here?????

Nothing is sacred! This game will allow you- yes You! Jeremy Zimmerman of Seattle, WA- to play a no-good inbred insolent idiot stuck in a nonsensical parody of a world gone mad. Extra points for mocking the classic cliches of Amber and Amber gaming: oh no Pattern in danger! Brand is alive! Chaos on the Attack! Oberon found a new love and is disowning us! Corwin's Pattern!? Rebma!? The JEWEL!? Osric? Finndo? Who names their kid Finndo? I mean really, Finndo? That's just begging for an early death...oh...

In theory, this spoof will be to Amber games what Douglas Adams is to sci-fi!* Free form, wrest control from the GM-who cares about his plot-but he has one-rules in effect.

Ciao baby!

*Note "in theory" is by no means binding or indicative of the quality of this game and ThadGMCO will not be held responsible for anything. Douglas Adams' name is used without permission and any resemblance to any famous person is purely coincendental, we were actually comparing the game to Douglas Adams of Poqueegqaw, Illinois's unfinished humorous sci-fi novel "So long and thanks for the flies in Amber to restart our biospehere" (working title). Thanks Doug!

Setting:

Character Instructions: Characters provided: Elder Amberites

Player Information: Minimum: 5 Maximum: 7

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

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Stasis Poetry
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

Pride, a sin of angels.
Passion, a sin of devils.
Prejudice, a sin of history.

These are the relics that caused the Patternfall War. You are children of peace and protection.

Does power interest you? Are there secrets that you have not been told?

Random's reign is about to be interrupted.

You're Amberites, after all.

Setting: Random has been a surprisingly good King, probably because he knows that a family that works together is stronger than one at odds with itself. Alas, that sentiment is not felt amongst all of his kin and kind. There are secrets he doesn't know, things from the past that have come to collect their due.

Character Instructions: Standard 100 point characters, Pattern is free and required. No partial powers, no Chaosians, no shapeshifters (sorcery and natural forms excluded), no items above 6 points: no sentient items, and no personal Shadows. Players to pick characters' parentages from known Elders, no Oberon/Dworkin/Unicorn, or Merlin/Martin/Dara. Characters have five "points" to put into "specials" that will be listed and described on the web page at http://alkime.org/mtfierce/amber/ and these "specials" may break these other rules.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Email to the [dot] fierce [at] gmail [dot] com, and note whether or not you'd be open to other players discussing previous relationships between your characters.

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Wear and Tear: AmberCon Body Art
 

GameMaster: Alisia Silliman
**Game begins 30 minutes later at 9:30am**

   
  Teen Friendly? Yes

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

The tenth anniversary of AmberCon NW requires a bold statement. A statement like, "Sure, you've got the T-shirts...but do you have the tattoo?" Don't just share the love - wear it! Each "player" will have an approximately half-hour session with the "GM Artist." (If you're bringing your kids, let's get them dolled up!) Fantasy artwork is the GM's specialty, and some AmberCon NorthWest specific art is being designed for the convention. Face painting, henna, and more! Want that special LARP look? Going for the dramatic? Portfolio available.

Setting: [see above]

Character Instructions: Contact the GM for sign-up times available.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: alisia [at] alkime [dot] org - for sign-up times. Each session will be a minimum of 1/2 hour.

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Friday, November 3, 2003 - 2pm to 6:30pm

Amber's Home for Imaginary Friends
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

All children create imaginary friends for comfort and companionship. Most of these created friends dissipate as the child grows into new interests or simply does not believe anymore. However, the princes and princesses of Amber created something more solid than the average imaginary friend, perhaps due to their connection to the Pattern, the strength of their true substance, or maybe their need was so much greater than the average child's. Put aside, these friends did not fade away, but instead found shelter and family in a ramshackle boarding house on the edge of Amber City.

Setting: Sometime during Gerard's Regency.

Character Instructions: Simple character creation will be done at the beginning of the game. Players may contact the GM with their choice of prince or princess of whom they will play an imaginary friend. Choices are Benedict, Corwin, Deirdre, Fiona, Bleys, Brand, Caine, Julian, Llewella, Flora, Random.

Player Information: Minimum: 3 Maximum: 6

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

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Big Damn Heroes
 

GameMaster: Carrie Varley, Cindy Henderson, Casey De Groof
This game will be run again in Slot 4.

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

Mal: We've done the impossible and that makes us mighty.
-Serenity (Firefly)

Operative: "It's worse than you know."
Mal: "It usually is."

- Serenity

Mal: Appears we got here just in the nick of time. What does that make us?
Zoe: Big damn heroes, sir.

-Safe (Firefly)
W * A * N * T * E * D

Simple enough word, ain’t it? Packs a ton o’ meaning. Could be someone’s looking for hired help. Might be someone’s gone and got themselves in a heap of trouble, maybe with the Alliance. Possible someone’s got himself a sweetheart, though that’s world of trouble most reasonable folk avoid.

Could be all three.

Turns out this time, what’s wanted is players. Players for a Firely diceless game.

Wash: Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?
- Serenity
Setting: The year: 2517 of Earth-That-Was.
The place: In the Firefly Universe. In the Black, meaning, as far out in the ‘Verse as you can get and still find edible Jiaozi along the border planets.

Character Instructions: Here’s the concept:
Players will be the mercenary crew of a Firefly-class ship working out in the Black, and have been working together for about a year. Pregenerated characters, backgrounds and stats will be provided. Players have the freedom to infuse personality into their characters, in keeping with the background and the game concept. A word on the game concept: It is absolutely imperative that anyone who signs up understands the crew works as a unit. Deceptions, backstabbing, general troublesomeness will be provided, at no extra charge, by the GMs. This doesn’t mean that everyone has to get along, but it is essential that the crew trust one another.

Simon: Captain... why did you come back for us?
Mal: You're on my crew.
Simon: Yeah, but you don't even like me. Why'd you come back?
Mal: You're on my crew. Why we still talking about this?
-Safe (Firefly)
Rules: The general intent of the Serenity RPG rules will be converted to a diceless system as best as possible. The GMs will be making a “homebrew”, so to speak. This process involves, from what we’re told, sitting in a smoke filled lounge with empty whisky bottles strewn about, smoking cigars and arguing over semantics. In other words, the results could be a might interesting. But, as we are wont to do, we’re putting the emphasis on role-playing, so the conversion shouldn’t prove too much of an inconvenience.

That said, in the words of Jayne, “Time for some thrilling heroics.”

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: We'd like to resolve character choices prior to the convention, so the GMs will contact the players once we receive the player list. If you have questions, please contact Carrie. Thank you! cfvarley[at]gmail[dot]com

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Childish Things
 

GameMaster: Sara Mueller

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

A Princess of Ghanesh has gone missing, which is odd because no one knew there was such a girl. For the first time in two thousand years, Ghanesh stirs. All your parents are talking about it as they gather for the month of celebration, games, and competitions that are the Unicorn Celebrations.

Setting: Alternate Amber - Oberon is just, wise, and good. Amber is the jewel of chivalry, honor, learning and courage that all strive to emulate. Princes and Princesses of Amber serve their father in various capacities, loyally. Chaos is unknown.

Character Instructions: 30 points. +10 points for completing a character questionnaire. Your character must be between the ages of 8 and 15. No Logrus, no Pattern (you're too young).

Player Information: Minimum: 2 Maximum: 6

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

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The End of the World
 

GameMaster: Irene Schwarting, Sean McGuinness, Louisa McGuinness

   
  Teen Friendly? No

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

The Pattern has been destroyed and Amber with it. It's remaining scions have fled across the multiverse. But they must make a stand as existence unravels, betrayer and betrayed alike. Meanwhile, those of Chaos must face the consequences of this, the fulfillment of their age old dreams of erasing the Pattern. As new forces emerge to explore and exploit the void left behind, the shape of the universe is up for grabs... Who will define it, and who will survive the definition?

A sequel to 'Of Patriots and Tyrants.' New players are welcomed. Although this is a continuing game, there is no overarching plot to catch up on.

Setting: For returning players - where they ended up last time.

For new ones - the Courts of Chaos, at least initially

Character Instructions: New players get 150 point Chaos characters. Returning players can keep their old characters, or make up new ones.

Any variant powers should be discussed with the GMs.

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: ischwarting [at] gmail [dot] com, seanmcguinnessuk [at] yahoo [dot] co [dot] uk, louisaenator [at] gmail [dot] com

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High School and other Horrors of the Dreaming City
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Of the four great Tuatha de Danaan cities, only Murias remains. The great walls of Murias have kept the city safe time and again from the nightmares that destroyed the other cities and Murias has grown in to a great Metropolis with all of the comforts of the modern world. Now, something strange is happening to the students of Murias Public #3 and you've been asked to help the authorities discover what it is. The brave men and women who have fought unfathomable horrors to keep the city safe are about to face their biggest challenge yet: High School.

Setting: Somewhere between the Earth and the ethereal world, in a land called Faerie.

Character Instructions: Characters will be built with 120 points using the Dreaming City system found at http://www.geocities.com/nuadha_silverhand/dreamingcity/dcsystem.html.

Returning Dreaming City players may continue with their characters and will have additional Experience points to spend. New players who wish to create a new character must contact the GM before the con. Pregenerat ed characters will be available at the con.

Player Information: Minimum: 4 Maximum: 8

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

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Just when you thought it was safe to go back into space . . .
 

GameMaster: Jason Ray
**Game begins 30 minutes later at 9:30 am**

   
  Teen Friendly? Yes

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

Game type: Action-Adventure with a dash of political intrigue. Non-technical SF

Synopsis

Clan Korval has just finished re-locating to the planet Surebleak after the collapse of the Department of the Interior and their exhile from Liad. The Clan has a number of immediate crisis to be resolved including how will Korval resume its trade empire now that it’s not on Liad, will many of the Great Houses of Liad come after them, how the Juntavas reacting to the defection of Pat Rin’s lady and the upheaval on Liad, and what will result from their pet Yxtrang and the connection between Jela’s troop and Clan Korval? And is the Department truly gone, or are there Agents of Change still out there running amok?

With that as a backdrop (a Picasso, if I am not mistaken) a Korval ship in transit to Surebleak discovers a derelict alien spacecraft full of strange technology and no remains of ANY kind of the original crew. They tagged the wreck and salvaged what they could, and brought it to Surebleak looking for some direction from the Clan elders on what to do about it. One of the few things they found is truly amazing – a set of portable communicators that are instantaneous across ANY distance. Maybe some of the other items are equally amazing. Maybe it’s a race to see who will own this new knowledge. And maybe now someone is looking for them . . .

Background Material

Read the four main line books in the Liaden universe by Sharon Lee and Steve Miller: Agent of Change, Carpe Diem, Plan B, and I Dare. For additional background on Shan and Priscilla, also read Conflict of Honors.

The Liaden Universe has four main races – 3 humanoids, the Liadens (Master Traders in an ancient society full of protocol, honor and nuance), the Yxtrang (think Klingons without lobsters on their heads) and the humans (yes, garden variety homo sapiens), and one non-humanoid, the Clutch (8 foot tall bipedal turtles with millennial lifespans and mostly unknown capabilities). The player characters are all humans or Liadens.

Roleplaying will be absolutely essential especially in Liaden-to-Liaden encounters as the formality of the society offers endless opportunities for entertainment. The game will take place across multiple star systems and the group will undoubtedly split up at various times – but thanks to the alien communicators they will all be in constant touch. Don’t worry about spending a lot of time watching others play, however, as there will be plenty of action and subplots to go around – and in addition to the GM there may be people playing NPC’s to keep the party rolling.

Setting: Set in The Liaden Universe immediately after the latest book in the series. You don't have to read the books in advance, of course, but it helps to set the stage for the cultural interactions.

Character Instructions: There are a maximum of 8 players, and 8 preset characters from the novels. They will appear on stage in the order below. When you sign up select your top 3 choices of characters and you will be sent an information package on them at least 1 month before ACNW.

Characters Profession Much like a
1) Val Con yos-Phelium Scout Commander “Ranger”
2) Miri Robertson Mercenary “Fighter”
3) Shan yos-Galan Trader/Healer “Bard”
4) Priscilla Mendoza Dramliza “Mage”
5) Pat Rin yos-Phelium Gambler/Sharpshooter “Fighter/Thief”
6) Natesa the Assassin (Inis Bahr) Juntavas Judge “Assassin”
7) Cheever McFarland Mercenary “Fighter”
8) Anthora yos-Galan Dramliza “Psychic/Mage”

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact Jason Ray at arthanyel [at] hotmail [dot] com

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Murmurs of the True Earth
 

GameMaster: Meera Barry

   
  Teen Friendly? Yes

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

The card is simple, a human with auburn hair, wearing a body-hugging suit of greys, with a greenish chitin-like weapon that looks affixed to his arm. He's staring at you with cold green eyes. You don't recognize him. The background shows a cratered landscape. The back of the card shows a constellation that you don't recognize. The card is cold, and Senator Martin is itching to go after this fellow. Where's the card from? Somewhere in sector 427: a small outpost of the proscribed Jade Empire, near the edges of the map of the Known.

Setting: Post-Patternfall, set in a space-faring Shadow where Prince Martin and the PCs have been undercover on what Martin calls "a training mission." The game may lead to Amber, to Chaos, and other places, but the events of Patternfall are canonical, and the events of the Merlin series are not necessarily.

Character Instructions: Characters will be built on 100 points. No partial powers, no Conjuring, and no items above 6 points: no sentient or danger-sensing items, and no personal Shadows. Players to pick characters' parentages from known Elders, no Oberon/Dworkin/Unicorn, or Merlin/Martin/Dara. Characters will be presumed to have the skills and knowledges of a space-faring society, but the traditional space opera tropes require players to give GM a choice of three "spaceship's officer" positions the character could play, in order of preference. (Examples include, but are not limited to, "Security Officer," "Captain," and "Head of Engineering.")

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: the [dot] fierce [at] gmail [dot] com is always open to questions about the game, as well as character information. If you voted in my poll, this is a combination of "Gods and Bug Eyed Monsters," and "The Void Looks Back."

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The Sable Game
 

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 -- Alternate Amber

The Sable Game is a serial campaign based on the Amber Diceless RPG, but is set within a non-Amber Pattern-type realm. Previous iterations have been run at ACUK and ACNW. The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators,etc - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich. Returning characters from any iteration of the Sable Game are welcome. The game website is available at: http://www.fugue.org/Sable/.

Setting: Set within a non-Amber Pattern-type realm, with mostly standard Amber rules.

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. Existing characters 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.. No constructs. Other items will need to be cleared with the GM.

Player Information: Minimum: 6 Maximum: 8

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

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Shadow World 1905
 

GameMaster: Joe Zottola

   
  Teen Friendly? No

Game Description: Adventure / Heroic

A game set in 1905 before computers, cell phones, fast cars, jets and instant coffee. Be a member of the Society a organization dedicated to the preservation of humanity and allowing humanity to develop un-influenced by those who would do so for their own gratification.

(Game uses system loosely based on Shadow World diceless system; current players have priority, new players welcome)

Setting: San Francisco CA 1905

Character Instructions:

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: please contact me at joe.zottola [at] toro [dot] com so we can work out character details before the game, would rather play right out the gate then spend time with character developement :)

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Trouble in Belken
 

GameMaster: Randal Trimmer

   
  Teen Friendly? No

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

The Festival at Belken draws more world-walkers than any other gathering in the Thousand Worlds. The Festival is part Carnival, part convention and part Casablanca, where the attendees party, plot, exchange information, buy, sell, make friends and enemies, settle scores and bump elbows with their peers.

Each of you comes to the Festival with your own agenda.

Setting: Belken is a shadow near the Golden Circle, well supplied with shadowpaths. The time is a few years after the Demon Wars when most of the remnant forces of Chaos have been exterminated or forced into hiding.

Character Instructions: Characters will be provided, mostly inspired by (= serial numbers filed off of) fantasy characters of Zelazny and others, all with some sort of shadow movement power. Or you can contact me at rtrimmer-at-comcast.net to customize a character. Chargen specifics and system tweaks are posted at http://nineblackdoves.com/pmwiki/pmwiki.php/BelkenGame/HomePage . No (unbroken) Pattern Initiates or Logrus Masters. All characters must be approved before game start.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Randal Trimmer

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A Very Sparklypoo Amber
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Traditional Amber

"Develop your dream character: the one you have always wanted to play - the one you have always wanted to be." - Ron Miller

But did you? Or did you look at your description, "Eyes the blue of a continent encased in ice reflecting an endless sky full of angels, two ancient katanas flashing out of the inky depths of a trenchcoat made of Shadow Itself," and think... Maybe that's a bit... much?

This is the game where you will never have to dial your character back, not for taste, not for reason, not at all. This is the game where you play the character your 13-year-old shameless self wants. Respect, admiration, success, telepathic dragon companions: all these can be yours. And you will save the day and get the love interest, or die tragically mourned by all. Your choice.

Setting: Random's reign, but anyone you'd like to have witness your glory in the face of this grim threat to Amber itself will be somehow alive. (Grim threat supplied by the desires of the players, or at the discretion of the GM if players request no particular threat, grim threat offer not valid in Kansas, all applicable natural laws may be bent at a whim)

Character Instructions: The most important part of character generation will be a quiz I'll send out to ask what particular facets of your perfect character you'd like to see the most of. Will Benedict act on the immense attraction he feels towards you? Will Caine accept that you've got him outsmarted? It will be a short quiz, 5-6 questions. Be ready to describe your hair and eye color lovingly.

Those who get the quiz back to me by October 24 will have 215 points to build a character with. Otherwise, build your character with 165 points. No restrictions. For amusement and edification, the origins of Sparklypoo can be found here: http://piratemonkeysinc.com/ms1.htm.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Contact Madeline Ferwerda at ferwerda [at] z-amber [dot] com.

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Whose Logrus Is It Anyway?
 

GameMaster: Amy Edwards, Chris Lightfoot

   
  Teen Friendly? Yes

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

Amber Improv Based on the BBC/ABC TV Show "Whose Line Is It, Anyway?" presented by some of the usual suspects from last year's "Whose Throne Is it Anyway?"

Welcome to Chaos! It's the party of the millennium: a gala in honor of the newly-crowned King Merlin and fresh Peace Accords between Chaos and Amber. You are attending a most exclusive reception, hosted by Lady Dara (Queen Mother of Chaos, Duchess of Sawall) and Lord Mandor (Prince of Chaos, Duke of Sawall, Lord of the Rim – or at least, Lord of the Rim-Shot).

Improvisational games – all the rage this season in Chaosian society – will be the highlight of the evening. (To refuse to play would be a grave social gaffe; it might even get you put on the Black List.)

Of course, in Zelazny's universes (even one as tangential as this one) there are always party poopers; and there's the chance such poopers may intrude with the intent to cause a diplomatic incident – or worse, to shatter the brittle peace between Chaos and Amber.

Everything is made up and the points awarded during improv are meaningless (just like jokes about Mandor's Society Balls, they mean nothing) – or are they? Those meaningless points may just impress some very powerful people...

Setting:

Lady Dara
Queen Mother of Chaos, Duchess of Sawall
and
Lord Mandor
Prince of Chaos, Duke of Sawall, Rim Lord
request the honor of your company
at a reception
honoring his most high majesty
King Merlin of Chaos
and the beginning of his glorious reign
on 18th Cycle in the Season of Autumn, PurpleSky
SawallWays, Chaos
R.S.V.P. Via Enclosed Trump

Character Instructions: Familiarity with last year's "Whose Throne Is It Anyway?" is not required, though we would love to see returning players.

Choose a canon character from the Corwin or Merlin books as follows:
1. A canon son or daughter of Oberon (i.e. Benedict, Coral, Dalt, Florimel, etc.) or canon child of same (i.e., Reynaldo).
2. Other canon Elders, even if they are "lost" (Sand, Delwin) or "dead" (Osric, Finndo, Dierdre, Brand) are still welcome (because polite society does not exclude the differently-abled).
3. A canon Chaosian, within similar guidelines (i.e., Lintra, Borel).
4. A canon shadow-born with some reason to attend (Bill Ross, Julia Barnes).
5. Not available: Dworkin, Oberon, Suhuy, Dara, Mandor and Merlin. These are reserved as NPC's.

Characters will be assigned on a first come / first served basis via e-mail. There are no character sheets or stats (because the points don't matter).

We also welcome anyone who would like to drop in and watch or engage in "audience participation." If you have the slot free, or your game ends early, come and enjoy the fun!

Player Information: Minimum: 4 Maximum: 12

Players are requested to contact the GM(s) prior to the convention: GM's will send out a welcoming e-mail, and players should respond with their top three character choices.

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Friday, November 18, 2003 - 8pm to midnight

Amber Shadows -- Continuation
 

GameMaster: Lee Short

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

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://www.darkshire.net/jhkim/rpg/starmoonandcross/) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Preference given to returning players this slot.

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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Big Damn Heroes (Repeat)
 

GameMaster: Carrie Varley, Cindy Henderson
REPEAT of game in Slot 3, NOT a continuation

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

Mal: We've done the impossible and that makes us mighty.
-Serenity (Firefly)

Operative: "It's worse than you know."
Mal: "It usually is."

- Serenity

Mal: Appears we got here just in the nick of time. What does that make us?
Zoe: Big damn heroes, sir.

-Safe (Firefly)
W * A * N * T * E * D

Simple enough word, ain’t it? Packs a ton o’ meaning. Could be someone’s looking for hired help. Might be someone’s gone and got themselves in a heap of trouble, maybe with the Alliance. Possible someone’s got himself a sweetheart, though that’s world of trouble most reasonable folk avoid.

Could be all three.

Turns out this time, what’s wanted is players. Players for a Firely diceless game.

Wash: Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?
- Serenity
Setting: The year: 2517 of Earth-That-Was.
The place: In the Firefly Universe. In the Black, meaning, as far out in the ‘Verse as you can get and still find edible Jiaozi along the border planets.

Character Instructions: Here’s the concept:
Players will be the mercenary crew of a Firefly-class ship working out in the Black, and have been working together for about a year. Pregenerated characters, backgrounds and stats will be provided. Players have the freedom to infuse personality into their characters, in keeping with the background and the game concept. A word on the game concept: It is absolutely imperative that anyone who signs up understands the crew works as a unit. Deceptions, backstabbing, general troublesomeness will be provided, at no extra charge, by the GMs. This doesn’t mean that everyone has to get along, but it is essential that the crew trust one another.

Simon: Captain... why did you come back for us?
Mal: You're on my crew.
Simon: Yeah, but you don't even like me. Why'd you come back?
Mal: You're on my crew. Why we still talking about this?
-Safe (Firefly)
Rules: The general intent of the Serenity RPG rules will be converted to a diceless system as best as possible. The GMs will be making a “homebrew”, so to speak. This process involves, from what we’re told, sitting in a smoke filled lounge with empty whisky bottles strewn about, smoking cigars and arguing over semantics. In other words, the results could be a might interesting. But, as we are wont to do, we’re putting the emphasis on role-playing, so the conversion shouldn’t prove too much of an inconvenience.

That said, in the words of Jayne, “Time for some thrilling heroics.”

Player Information: Minimum: 4 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: We'd like to resolve character choices prior to the convention, so the GMs will contact the players once we receive the player list. If you have questions, please contact Carrie. Thank you! cfvarley[at]gmail[dot]com

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A Change in the State of Amber
 

GameMaster: Murray Writtle

   
  Teen Friendly? Yes

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

Realizing that you could time travel within the lives of your own bloodline, you stepped into the fount of fire and vanished. You stare at an unknown face in the mirror. A feisty little guy in a multi-coloured suit, tie and waistcoat, clenching a cigar, appears out of nowhere. He stares ferociously at a jewelled box in his left hand and thumps it exasperatedly. It squawks. He looks at you and takes in your dawning incomprehension. "Not again!" he mutters. "Listen, your memory is Swiss-cheesed. When Caine killed Dierdre and Corwin went over the edge trying to save her, Brand fried Fiona and now we're all goose-stepping. It doesn't have to be like that. Ghostwheel isn't sure what you're here to do, but we should have some percentages once Merlin programs the new datascan." He flickers and disappears.

Can you put right what once went wrong?

Setting: Near Amber, post-alternate-patternfall leaping back to pre-chronicle times.

This is an excercise in amnesia.

Character Instructions: Your parent kept you hidden in shadow. Random and Benedict just shoved you round a Pattern and threw you in a pillar of fire. Who are you?

You draw a random set of powers and attributes and don't get to see it. Maybe you'll get to find out some of it. Half the time you don't remember who you are or how you got here. Time-travel is like that... apparently.

What was your profession? What is your attitude to life and other people?

Player Information: Minimum: 4 Maximum: 8

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

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Children of the Glyphs
 

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

   
  Teen Friendly? Yes

Game Description: Mystery -- Other; N/A

For thousands of years, the lords of Chaos have ruled unchallenged over all reality. For thousands of years, the lords of Chaos have used the power of the Glyphs to enforce their will. For thousands of years, nothing has changed. But, unbeknownst to any now living, the thousand millenia of peace the first emperor promised are now over. The time of reckoning is at hand.

Setting: These are not the Courts of Chaos from the books. If Amber exists in this universe, it is completely unknown to the empire.

There are ten great houses, one of which is the church of the Serpent. There hasn't been an emperor for about ten millennia: the Council of Houses has ruled ever since the last one disappeared.

The source of the empire's strength lies in the Glyphs. Each glyph draws upon the power of an entire world, giving its wielder some measure of that energy. There are several grades of glyph, of which Birthright Glyphs are the most powerful and by far the rarest. Each house has less than ten of these.

Character Instructions: You are the heirs of House Daifah. Each of you will have a birthright glyph. All known copies of the Glyph of Invulnerability have disappeared with the death of the house head.

We will be using a non-standard variant of the ADRPG rules, which we will e-mail to the players. Character creation will be done over e-mail, and must be completed before 30th October (when the GMs fly out to the States).

Player Information: Minimum: 4 Maximum: 10

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

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A Comfy Nights Stay 2 - Don't Order the Pasta
 

GameMaster: Cort Odekirk

   
  Teen Friendly? Yes

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

As the sun sets gracefully in the large and strangely reinforced picture windows you settle at your table to enjoy a light mead and amusing lamb. You'd prefer chicken, but for some reason this establishment refuses to serve it.

You keep telling yourself that the stories you've heard of this place are just local color but the rodent on your shoulder won't stop going on about the Time Being Nigh and while the arrangement is lovely, isn't there some rule about lilacs through the chest cavity before labor day?

As the rather large woman at the adjacent table rises on delicate filmy wings and tightens her grip on a distressingly large pair of pliars, muttering something about dentalwork and a whole bag of quarters you begin to wonder if that map you found in your father's basement was guarded by all those Puma for a reason.....

Setting: It's own little world, a happy place where a medieval bar can serve microwaved chicken nuggets and no one wonders why.

Character Instructions: Players will be provided with characters, each with a particular set of quirks and motivations. You will all be placed in a large set of rooms and stirred vigorously. Complete your quests! Stay alive! For gods sake, at least save the brandy.

This is a fun game for extroverted players, the demure will be crushed ruthlessly underfoot.

Player Information: Minimum: 6 Maximum: 8

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

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Fun! with dice
 

GameMaster: John Nienart

   
  Teen Friendly? Yes

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

We will play a game using the Engle matrix (http://www.io.com/~hamster/englematrixgames) system. In a normal role-playing game, players say what they do, and the GM tells them what happens; in an Engle matrix game, the players say what they do *and* what happens - the referee decides how likely it is, based on what's already been established, and a d6 determines whether it actually happens. We'll add a few twists to make this work a little smoother.

At the beginning of the slot, players will vote on the scenario, which could be anything from space opera, to Lovecraftian horror, to Amber.

Setting: Anywhere, anytime.

Character Instructions: Think about the kinds of games you might enjoy. I'll ask you to nominate a few scenarios, and we'll vote on what to play; with the flexibility of the system, we can probably accomodate everyone's wishes.

Player Information: Minimum: 4 Maximum: 8

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

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Marty Mnemonic
 

GameMaster: JLDecker
**Game may run late into the evening.**

   
  Teen Friendly? Yes

Game Description: Strategy -- Amber with a Twist

Previously run at ACNW in 2002. This is a thinking / strategy game pitting player(s) against player(s) in a race to see who survives. Familiarity with the film "Johnny Mnemonic" is helpful, but not a necessity. Repeat players welcome; new ones preferred.

Setting: Starting Location: Topeka, Kansas in the year 2025

Character Instructions: Characters are pre-generated, and will be assigned at random.

Player Information: Minimum: 5 Maximum: 6

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

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The Morrigan
 

GameMaster: Simone Cooper

   
  Teen Friendly? No

Game Description: Dark / Grim -- Alternate Amber

You are a warrior. You remember your mother only in dreams, a warm shoulder to sleep on, an encircling arm. These are dreams you'd never admit to your companions in this cold world: what's left when the only life that's worth a cent is hidden behind ten layers of biofilters and radiation screens. You make your living scavenging that life, fleas on the great towers.

Some say it would have been better if you'd lost the war. Some say this hell is a judgement, offering a way to see the Truth. Some say heaven's inside, and if you're good enough, you'll get in. If that's the case, you've seen heaven _and_ hell, and there's nothing left to hope for.

Today, someone arrived from the Outside. Healthy, whole, and more important, ready to deal.

Setting: The year is 175. The place was called Saltton, but as it's all that's left of the world, you just call it The Dome.

Character Instructions: Characters are young adults, making up a gang that rules the open end of an abandoned train tunnel. They will be created on 50 points using the Amber system. Players who sign up for this game should be ready to use email to coordinate their character development with the other players to create an effective gang.

Loners do not survive in this world.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Simone will send out further details, or contact her at simone [at] wyrdrune [dot] com

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Random's Regular Game
 

GameMaster: Todd E. Worrell, Stephanie McMechan

   
  Teen Friendly? No

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

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 interaction (insulting and mocking your relatives), 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 very similar to the poker game currently seen on most of the TV Poker Shows (commonly called "Texas Hold 'Em") but with a few magic powers thrown into the mix.

RULES:
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 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. Another player reveals that she has the 8 of diamonds as one of her down cards. You are caught and 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 GM will be playing Random. 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 have first choice, then it's "first come, first served."

Player Information: Minimum: 6 Maximum: 9

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

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A Separate War
 

GameMaster: Michael Sullivan

   
  Teen Friendly? No

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

It has been one month since the Shadowstorms rushed out from Amber, destroying the Black Road as they went. One month since Oberon died, and with him his reflection Moire, leaving Gerard the Regent of Amber and Martin the King of Rebma.

In that month, Shadow has been inaccessible, the Trumps silent. The world beyond Amber may well no longer exist.

And in that month, the tattered Chaos forces have regrouped.

In this game, the players take on the roles of Gerard, Martin, and the Chaosite leaders in Amber, to find some conclusion to a conflict that neither side can escape.

Guarantees about this game: This is not a game about Fixing Reality Via Redrawing the Pattern or any near equivalent. Oberon and Dworkin will not feature in this game in any way. All PC's will have a significant power base which will allow them not to be beholden to other PC's or NPC's, if they choose to assert their independence -- this is a game about making decisions, not following orders (one reasonable decision is to follow another's lead, but you won't be forced into it).

Game features: I expect this game will be largely defined by PC vs. PC conflict (not necessarily out-and-out fighting), though provisions are made for what happens if you all cooperate. If a PC is killed via that trouble, especially early in the game, I will make every effort to reinsert the player in a different role in a timely manner. This game is partially about the burdens of command and the difficulties in coming to accomodations both with your nominal allies and your enemies. The Chaos featured in this game is more Corwin Chronicles and less Merlin Chronicles.

Setting: In Amber, at the end of the first series.

Character Instructions: By the nature of this game, all characters will be pre-gen. I am happy to try to mold the characters to players' preferences -- contact me pre-game if you want a specific role or want certain things out of your character. sullivanmb [at] gmail [dot] com. Characters will be Gerard, Martin, and Chaosites (maybe another non-canonical Amberite if and only if we're at 7-8 people).

Player Information: Minimum: 4 Maximum: 8

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

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ShadowWorld
 

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

   
  Teen Friendly? No

Game Description: Dark / Grim

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.

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

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, Ecuador and Vanuatu, 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 fifteen (15) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

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

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Strawberry Jam of the Hundred Acre Wood [Part 7 of the Winnie-ther-Pooh/Amber games]
 

GameMaster: Jeremy "Silly Old Bear" Zimmerman
**Game may run late into the evening.**

   
  Teen Friendly? Yes

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

REFLECTIONS IN A RABBIT HOLE

My life had been relatively peaceful for six years-not counting random Fridays in November, when someone invariably tried to up-end the Hundred Acre Wood. Outside of that, my academic career with its concentration on billiard science went well enough and my four years adventuring with Piglet and Tigger proved a rewarding experience, letting me use what I'd learned in a situation I liked while I labored on a project of my own on the side. I had good friends among Rabbit's friends and relations, who lived in the same woods. I sailed my little boat, I ate hunny regularly.

It all fell apart yesterday, just when I thought things were about to come together. My pet project, the Magic 8-Ball, was built; I'd quit my job, packed my gear and was ready to move on to greener adventures. I'd stayed in the forest this long only because I was out of hunny and went to Rabbit's for breakfast.

Now I'm stuck in his door.

Oh, bother.

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 jam, jam-like substances, and jam paraphenelia may also get 10 points for contributions.

Player Information: Minimum: 3 Maximum: 10

Players need not contact the GM(s) in advance of the convention. Players are requested to contact the GM(s) prior to the convention: You can contact me at bolthy [at] bolthy [dot] com. But I'll probably contact you first.

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Twilight of the Gods
 

GameMaster: Erik Florentz

   
  Teen Friendly? Yes

Game Description: Exploration -- Amber with a Twist

Generations have past since the founding of Amber and the other Realms of Reality. It was long ago established fact that the further one traveled from Amber or one of the other Real realms the less “true” or “real” the places and inhabitants became. The truth is subjective. Facts change. Reality is what we make of it.

Setting: Amber, some centuries past the Books timeline.

Character Instructions: Players have 150 points to build their character with. They may hail from any of realm of the Amber universe. This is a “shared world” so general knowledge of established characters of each other’s existence is assumed. Feel free to meet with other players to establish back-story and relationships.

Player Information: Minimum: 4 Maximum: 10

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

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

The 4400
 

GameMaster: James Arnoldi and Amber Cook

   
  Teen Friendly? No

Game Description: Exploration -- Non-Amber

Over the last sixty years, 4400 people were abducted. All at once, they were returned with no memory of where they had been. They haven't aged a day and some have returned with new abilities. All are trying to reconnect...with a life interrupted.

Setting: Earth. Present Day.

Character Instructions: Players play one of the 4400 returnees and must e-mail the GM before the con with a description of who their character was before being abducted.

Player Information: Minimum: 4 Maximum: 8

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

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Apogee Down: The Warlord's Quadrant
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? Yes

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

Your ship, CSS Apogee, a military cruiser tasked as a border system picket along the contested zone between Confederated Space and the Warlord's Quadrant, took fire in a confrontation with a fleet controlled by one of the local Space Lords that have expanded their reach into the CZ. Forced to evacuate, you find yourself in the same lifepod as the rest of the group. One of the last to be jettisoned, the pod was damaged, and you were unable to obtain any data about your situation after leaving the Apogee. You know from the internal systems readouts and the automated directions issued to you by the pod, that you are making planet fall instead of being recovered by another vessel. In theory, the pod would not have chosen an unsuitable world for your biological type.

Many of the worlds in this area are inhabited. Some are said to be formally colonized according to the reports from mapping and ex drones. A few are known to have contact with local planetary systems with limited spaceflight capabilities. The area is not only strategically important, but the initial survey reports show a wealth of natural resources unique to these systems and crucial to the technology of more developed worlds in CS. What is odd though, is that the Warlords have taken a more than strategic interest in the area, despite the fact that their technology is NOT dependent on the resources to be found here. To date, this interest has not been adequately explained.

Your stated objective is to repatriate yourselves to Confederated Space.

Setting: This is a diceless variant based on the Space Opera game.

Character Instructions: Please consider in advance a character that would be appropriate to an advanced space faring society. You may draw analogies with your favorite fiction for this to stimulate thought, but you may not be specific to a book or tv/movie (Captain of a starship is fine...Captain of the Enterprise or "I am Honor Harrington" is not.). If you happen to actually have a copy of the Space Opera rules lying around and want to use the mechanics...that's great but not necessary.

Consider issues such as: profession, military versus scientific service, skills (tech and low tech), possible psionics or magic, age and experience level, ethnicity and physical description.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Stephanie Itchkawich darkharp [at] hotmail [dot] com Please forward character choices for preview.

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The Dragon and His Wrath
 

GameMaster: Carrie Varley, Casey De Groof, Cindy Henderson

   
  Teen Friendly? Yes

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

If chance will have me king, why, chance may crown me.

-Act I, Scene iii, Macbeth

Every subject’s duty is the king’s; but every subject’s soul is his own.

- Act IV, Scene i, Henry V

I have shot mine arrow o’er the house And hurt my brother

- Act V, Scene ii, Hamlet

Come not between the dragon and his wrath.

-Act I, Scene i, King Lear

(Note: This is game is the third installment of an ongoing game; returning players will have priority.)

The plasma screen jumps to life and an image forms. It is Malcolm Arackaday, dressed in his Temple best. He stands alone in a sparse room, a curious expression on his face. At first his gaze is off-screen, but slowly it turns toward you.

"Strange," he comments, "I was just speaking with Es. She had a notion you might be looking for something of mine.” He smiles coldly. “How fortuitous you called when you did. I was just about to attend to my guests.”

Malcolm moves slightly, waving nonchalantly toward the captives who can be seen chained to metal hook in the floor.

It appears that Malcolm is becoming increasingly excited. His fingers begin tapping a frenetic rhythm on his thigh.

“Es came to me begging that I release them. Of course,” he laughs, “I couldn't say no. Not to my beloved sister. So I compromised." He shrugs, with a lopsided smile on his face. "I told her that I would give you one full turning of the sky to claim them. After that, I'll send them back. Bit by bit.”

Setting: Setting: Following the event in last year’s “The Prince of Darkness”.

Character Instructions: Character Instructions: You will all have 170 points total(and remember shapeshifting is gratis) for your character. As soon as possible, please send your upgraded character’s stats to the GMs.

Player Information: Minimum: 4 Maximum: 8

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

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The Edgefield Weekend: Interesting Times
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

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

MacMenamin's Edgefield is fully booked for the weekend of Nov. 3-5, 2006. Events taking place will be: a society wedding; a wine and whiskey tasting weekend; a series of lectures on "The Art of Edgefield" with illustrious guest speakers; a golf package weekend; a New Age weekend including Tarot readings and discussions on "Pluto Demoted: How is your chart affected?" Is that water you hear dripping outside your door? And who on earth is playing those damn bagpipes at this time of night? Must be those rowdy whiskey tasting people...

Setting: MacMenamin's Edgefield, Earth, the present day.

Character Instructions: Characters are human, with the meta-game understanding that since they are the heroes in an adventure game they are exceptional humans in some way: character stats start at 0, average human is -10.

Powers are limited: no Pattern, no Logrus and definitely no advanced anything. Some magic may be possible, and some items also: go for atmosphere, and talk to me. 50 points.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Emma Sansone; e-mail, emma [at] campobianco [dot] com

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Gentry Street
 

GameMaster: Meera Barry
**Game begins 30 minutes later at 9:30 am**

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Non-Amber

Alice Paradisio runs the corner grocery store. Brenna Hiasobi teaches your children piano. You've been invited to a housewarming party being held in your honour by the socialite, Wendy Voyse. Gentry Street is a relaxed, gentle neighborhood with friendly people.

Friendly people with secrets, all of them.
All of you.

Setting: Gentry Street is a quiet neighborhood, with lots of trees and old houses, some of which have fences, but most of which do not. All of the houses look significantly different from each other, save for the large porches and ornate doorknocking devices. It crosses only a few streets, from Belleview to Cinder to Darling. Once upon a time, it was an affluent neighborhood. You can walk along the sidewalk on either side of the street and rest in bits of shade, or stretch out and see the golden sunlight. There is a fire hydrant at each corner, and a bus bench of black iron and oak at either side of Cinder.

You've just moved in. Meet the neighbors.

Character Instructions: We will be utilizing a modified form of the SWIFT system.
Characters will be created BEFORE THE CONVENTION.
Players have sixteen points to divide into the four attributes:
Body, Mind, Soul, and Vocation.
Body includes the subattributes "Muscle" and "Agility"
Mind includes Memory and Reason
Soul includes Will and Perception.
The Vocation will cover all skills appropriate to the character's choice of occupations.
No attribute can be less than a 2.
Players will choose a SPECIAL TRAIT and a SPECIAL FLAW under the GM's GUIDANCE.

Additional system details will be discussed previous to the convention in e-mail.

Player Information: Minimum: 3 Maximum: 5

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

http://www.skyseastone.net/pmwiki/pmwiki.php/Gentry/ has the current residents of Gentry Street. Players who cannot contact the GM previous to the convention will be behind in the development of the story, so please consider carefully.

Lunch break for this session will be held late, one hour starting between 2:00p.m. to 2:30p.m.

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Grendel: Stigmata
 

GameMaster: Simone Cooper
**Game begins one hour later at 10:00 am**

   
  Teen Friendly?

Game Description: Dark / Grim -- Non-Amber

Hunter Rose, Grendel, has been dead ten years, but for half those years the stories didn't stop. A relative in Atlanta, a couple of kids in Detroit, hell, a whole group of otherwise sensible beat cops from Chicago, all caught up in the myth of Grendel. Murders, links to syndicates, bizarre gangland hits followed in their wake.

There is nothing worse for a profiler than a charismatic killer. Sure, they make careers -- when you get 'em. The ones that don't make the papers are the endless months of false leads, false arrests, false hopes. And even if you get the guy, the killing doesn't stop. That's only cured by time... you gotta hope people grow out of it.

You gotta hope people forget.

Setting: 2006, Portland, Oregon, U.S.A., just at the point when the craziness began...

Character Instructions: Law enforcement types, people with a reason to work with the police, old enough to know the Hunter Rose Grendel stories. Past characters have included detectives, FBI agents, forensics specialists, informants, reporters, and outside expert consultants.

Characters will be developed based on a questionnaire.

(Game based on characters from Matt Wagner's original Grendel comic, Grendel by John Gardner, and versions the Grendel and Beowulf saga; familiarity with any version could be interesting, but is not required.)

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: simone [at] wyrdrune [dot] com before October 20th, please

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Karm v. Osric
 

GameMaster: Lydia Leong, Yi-Mei Chng, Julian Morley, Rob Donoghue

   
  Teen Friendly?

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

It is the early days of Amber, and Oberon's son Osric has recently killed three members of House Karm in retaliation over the death of a relative on his mother's side. Karm calls for justice, and Oberon agrees to hear them. Yet, against the backdrop of war and love and revenge, it is clear that far more is at stake than Osric's fate, and that politics, not law, will decide the outcome.

In this LARP-style game heavily focused on roleplaying and character interaction, players will strive to accomplish detailed and diverse character goals, and shape the future of Amber.

Karm v. Osric is an Evil Hat Production.

Setting: It is the dawn of Amber. Over the course of a decades-long war of conquest, a lord from foreign lands so far off they are unknown to all, came, through blood and magic, to rule a vast kingdom. His name is Oberon.

He took as his wife the daughter of the late king of his land, a woman named Cymnea. She bore him three sons, but he set her aside when a fourth, called Eric, was born to his mistress, Faiella. Now, the eldest two, Finndo and Osric, plot to take the throne, while war rages beyond Amber's borders.

Character Instructions: All characters will be pre-generated, with detailed backgrounds, goals, and roleplaying notes. Characters will be members of Oberon's family and inner circle, as well as other personages of power who are critical to the plot. Character summaries and other information will be posted in advance to the game's website at http://www.black-knight.org/acnw/

Player Information: Minimum: 14 Maximum: 18

Players are requested to contact the GM(s) prior to the convention: The GMs can be contacted at acnw2006 [at] black-knight [dot] org -- please send in your top three preferences for characters prior to the convention.

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Knights of the Silver Rose: In Service to the Prose
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

After last year's victory over the insidious Betancourt books, the Literature Detectives found themselves much changed by their experiences. Their time within the Amber books, and service to those books, has conferred on them a new type of being, with new powers and new responsibilities.

With the greater Book World now open to them, word has spread of the detectives' talent in solving literature-related crimes. First and foremost, these new Knights of the Silver Rose serve the Amber books, but when trouble spreads across the realm of prose, Amber sends its best and brightest: LiteraTech!

Setting: Within the pages of the Amber books, and possibly a few others.

Character Instructions: Character instructions to follow.

Player Information: Minimum: 3 Maximum: 6

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

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Mine Fill of Blood and Glory
 

GameMaster: Murray Writtle
**Game may run late into the evening**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Traditional Amber

Pride, ruthless ambition, passion. Such are the meat and mead of Amber. But can your excesses have finally gone to far? Following one last indignity, the Pattern has seemed to withdraw from your appetites and pettiness, leaving your world to be torn apart by your baser instincts. Unable to escape, it looks that you are about to be called to task, unless ... maybe ... you can find a scape-goat. Drama for ruthless artists in politics and perception, and those interested in exploring our imperfections and vulnerabilities. Created and previously run at ACUS 2000, ACN 2001 and ACUS 2002 by David de Jong, at ACUK02 by Murray Writtle and Simone Cooper, at ACNW 2002 by Murray Writtle.

Setting: In Amber after Patternfall.

Character Instructions: Manipulative, ambitious, tragically flawed elder Amberites only. Callous ruthlessness paired with well developed weakness is required. Virtuous siblings with a mind to oppose their darker twins will also be considered. Generation at the Con based on 150 to 250 points. No advanced powers, Pattern Imprint required. Items and various magics discouraged. Character creation will involve an attribute auction for the seven deadly sins.

Player Information: Minimum: 3 Maximum: 5

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

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Pattern's Weapons
 

GameMaster: Roy Grutchfield

   
  Teen Friendly? No

Game Description:

"We don't talk about what that first attack did to us, two of the Family slain and the remaining standing between life and death. We, the proud and brave, were struck down by our allies, without warning or reason. Ghenesh struck at us with powers and a single minded fury we could not comprehend. Finndo's and Osric's bodies lay somewhere out there in the valleys where the aurora still blazed. We didn't know what we know now, and stood there on the brink of the end of the world, the nightmare of the maelstrom held back by the fading powers of our King who's very strength was fleeing from his body day by day. Every morning I would climb the Tower of the Prophets and look across at the swirling mass that licked the edges of valleys, alive and twisted, from the walls visible as a blot on the horizon. When Oberon's aide Dworkin gave his instructions we followed them not caring anymore, the wraiths swirling around the castle no longer attacked or even stopped. A few people would be lost every day, those who were careless and those who stepped outside no longer able to withstand the siege, whose souls would leave their bodies as the enemies passed through them. We found the people he wanted and did the deeds he demanded and sent them off into dark never expecting them to return, certainly never expecting them to succeed."

- The introduction to Lord Rein's "The Bloodless War."

Setting:

Character Instructions: 32pt characters, no stuff, no shadow knight weirdness, creatures or imbued powers except pattern, shapeshifting, trump or logrus, no buying stats down below chaos, no sorcery or conjuration. Also generate a single item (and you are allowed only one) as per the standard rules at a maximum cost of 16pts, you pay for this from your points and it's where your soul currently resides, so be careful with it, oh.. No guns, tanks, missile launchers or other anacrotech.

You are all volunteers, for love, duty, revenge or reward is your choice, and you all know that you are the last chance to save Amber. The Setting is Pre-Books, War of Ghenesh, Corwin and Caine are teenagers and Deirdre is yet to be born.

This game will be run with the kind permission of its designer whom ran it AmberCon UK this year :- Matthew Ian Barrowcliffe.

Matthew was one of the souls behind the sadly late but great Clan Amber and I think is one of top three Amber GM's in the UK. Thankyou Roy Grutchfield.

Player Information: Minimum: 5 Maximum: 6

Players are requested to contact the GM before the convention:

Any questions please E-mail at :- roygrutchfield [dot] vorpal [at] ndo [dot] co [dot] uk

If possible I would like the characters by Tuesday 24th of October as we fly out on Wednesday.

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Pulp Chaos 2: The Stuff That Dreams Are Made Of
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? Yes

Game Description: Mystery

Tony Tengu was working me over in a forest of 8-foot tall stamen on top of some cyclopean gerbera. My ears were ringing and the horde of small cuts on my face infrequently blossomed into small flames that flickered at the edge of my vision, casting a lurid glow to my surroundings. I didn’t expect to live much longer. I’d seen too much and Tony wasn’t known for being forgiving. After he got done taking his fat feathered aggressions out on me, he’d dump my scaly carcass into the Pit where I’d probably never be found.

Some anonymous Lord had paid me in Pit-gold to find out what Tengu was up to. The truth was a sordid tale of demon prostitution and smuggling of hallucinogens from beyond the Black Zone. By the time I realized I was in over my head it was too late. Now I was trapped in the pincers and tentacles of a couple of Tony’s goons while the man himself pounded away at my ugly mug, trying to find out who hired me. Hell, if I knew, I just might have told him.

Tengu paused in the delivery of my severe beating, looking down at one of his hands. It looked like he had split a knuckle on my face and a tiny flame flickered amongst the plumage on his hand. As he regarded his injury in annoyance, the air to my left rippled and out stepped a mangled monstrosity of twisted chitin and steel wielding a trispear like a weapon of war. The stooges dropped me and turned to meet this new threat.

I never ceased to be in awe of Misty, watching her lash out with the triple blades of energy on the mobsters. Those granite eyes and that sultry armor plating... what a dame!

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.

This is the second in a series of games, but knowledge of the first game is not necessary. New players are welcome.

Character Instructions:

Character creation uses a fast-and-loose system that can be found here at http://www.bolthy.com/pulpchaos/. Players are heavily encouraged to supply characters in advance as the storyline will be heavily tailored to fit the characters in the game. Failing to provide a character in advance will only serve to make your own enjoyment of the game less.

Returning characters will get a small bonus, such as an ally or a promotion. Details will be provided at a later date.

Player Information: Minimum: 3 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Players should contact GM at bolthy [at] bolthy [dot] com, assuming he hasn't contacted you first.

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ShadowWorld
 

GameMaster: Edwin Voskamp
**Game begins 30 minutes later at 9:30 am. This is a two-part game, which continues in Slot 6, you must have signed up for it in Slot 6 as well.**

   
  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.

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

NOTE: This is a double slot game, combining Saturday Day and Saturday Evening into a single game. Also, I prefer returning players for this game: if you would like to play ShadowWorld for the first time, please look at one of the other slots I am running ShadowWorld.

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, Ecuador and Vanuatu, 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 fifteen (15) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

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

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A Typical Saturday Morning with the Kids
 

GameMaster: Don Ide

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Throne War

A conspiracy runs through Amber. King Random has declared that the Crown Prince of Amber would not necessarily follow his bloodline but the bloodline of Amber. The field has been narrowed down to the handful of candidates.

The King has declared that he will name the heir once he returns from his business in the Courts of Chaos. Before his departure, King Random assigns the candidates to an ambassadorial visit to a near by Golden Circle realm.

Here they will stumble upon a conspiracy that will shake the foundations of their world.

WARNING: The GM of this game cannot be trusted. Heck, the description of this game probably should be questioned. In fact, only the title and the Genre are 100% correct.

Setting: The game takes place in an Amber several years after the Merlin Chronicles. Many of the elders have deposited their children in Castle Amber to gain power in their stead (Because honestly, would Random trust his siblings.) This moved political focus onto the next generation.

Character Instructions: Characters must be children of one of the Elders. They also must have a vested interested in becoming the next ruler of Amber.

Characters are built on a standard 100pt Amber Diceless RPG point buy.

Each play will be sent a questionnaire to be filled out and returned before the game starts. A copy of the character should also be sent to the GM with the questionnaire as well.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Don Ide

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Saturday, November 19, 2006 - 7pm to midnight

AmberQuest
 

GameMaster: Lee Short

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Throne War

This will be Amber run with the HeroQuest rules. No prior experience necessary. This should be throne war-ish.

Setting: It's the day after you all rescued Brand from the tower...but things are a bit different than in the books. Someone (Chaosian?) wounded Gerard (with sorcery?) and killed Brand. Fresh forces from the Black Road have overrun Kashfa, and threaten Amber. Corwin is the picture of perfect health.

To top it all off, the Prophet of the Unicorn has foretold "only a true and rightful monarch of Amber may save Amber from the Serpent's poison."

Who will step up and become that King?

Character Instructions: Please pick your first 3 choices from the following Elders: Corwin, Benedict, Dierdre, Fiona, Bleys, Random, Llewella, Julian, Flora. The GM will pregen the stats, but is willing to work in specific elements (shadows, armies, items) at player request.

Player Information: Minimum: 4 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: blackcat [at] pro-ns [dot] net

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Aurellis
 

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

   
  Teen Friendly? No

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

Continuing adventures in the universe of the FBI Special Operations section, the British Regiment of the Keys, and parallel dimensions of worlds, where strange civilisations seem to think that Earth is either a resource or an opportunity for gain.

Setting: Multverse? What multiverse? What sane person could ever believe that just by stepping into a metal carriage with no windows, you might be transported to an entirely different universe - I mean really! (otherwise known as modern day earth with some weird things going on).

Character Instructions: Existing characters are always welcome to return - new characters start on modern day Earth, somehow connected with either FBI or British army special operations, and characters are generated prior to the con using a quiz I will send out.

Player Information: Minimum: 4 Maximum: 8

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

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A Comfy Nights Stay at the Happy Crossroads Inn
 

GameMaster: Cort Odekirk

   
  Teen Friendly? Yes

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

The rain drums a gentle staccato on the roof, seemingly in time with the gentle chords of the harpist in the corner. You settle back, sipping your ale drowsily and watching the serving boy methodically wiping down the adjacent table. Another server strolls by juggling a platter of frothy beers and carefully sets them down before a talkative crowd in the corner table. Standing, he casually whips the tray around and sends it skimming towards the older woman in the corner. Moving with a more grace than her advanced years and orthopedic shoes would suggest, the old woman leaps aside and returns with a volley of knitting needles, yarn balls and at least one mildly surprised looking cat. The tray, having been deprived of its primary focus, appears to have settled for rebounding off the wall and making a determined attempt at decapitating the harpist.

As the running and the screaming begin you find a comfortable spot under the table and find yourself wondering if perhaps, just perhaps, one shouldn't make use of shadowmaps one receives from large talking pickles after three day tequila benders.

A one time re-engagement to celebrate the arrival of it's sequel - A Comfy Night's Stay 2 - Don't Order the Pasta

Setting: It's own little world, a happy place where a medieval bar can serve microwaved chicken nuggets and no one wonders why.

Character Instructions: Players will be provided with characters, each with a particular set of quirks and motivations. You will all be placed in a large set of rooms and stirred vigorously. Complete your quests! Stay alive! For gods sake, at least save the beer.

Player Information: Minimum: 6 Maximum: 8

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

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A Day at the Races
 

GameMaster: JLDecker
Game may run late into the evening.

   
  Teen Friendly? Yes

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

Each autumn the best racehorses throughout the Golden Circle are invited to compete in the King's Cup Thoroughbred Championships at Keene Gardens. But when a trackside accident turns out to be the forecast of something much more far-reaching, what starts as a day of good bet-placing fun becomes a race against time to uncover the truth. Previously run at AFSS in 2004.

Setting: Amber Proper, during the reign of Random I.

Character Instructions: Elder Amberites, awarded on first-come/first-served basis.

Player Information: Minimum: 5 Maximum: 7

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

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The House on the Hill
 

GameMaster: Karrin Jackson
**Game may run late into the evening.**

   
  Teen Friendly? No

Game Description: Dark / Grim -- Alternate Amber

The old man is dead. You can scarcely believe it -- if you believe it at all. Could it be another one of his tricks? Is he watching from the shadows to see which of his children are loyal to him and which are loyal only to the promise of land, money, and the power he offers? There is a saying in the village about how the Lord of Amber is too cruel for Hell, that even the devil wouldn't take him.

Could he really be gone? Only a madman would be hard pressed to summon the smallest twinge of grief for his passing. What some might call his children others would call survivors. Heaven knows there are enough of your siblings whose bones lie forgotten, remnants of those deemed unworthy of his legacy. So far you and your surviving siblings have endured, but it seems there are fewer and fewer of you every year.

Regardless, you are drawn to the family estate this night. You accepted the pact and now the powers that be are calling you home. Will it be to pick over the remains of a reign of terror that has finally ended, or will it be to fight for your life in another sickening round of tests he claims are meant to prepare you for your destiny but what, you suspect, are really designed to thin the herd?

Who among your siblings can you trust? Who will stab you in the back the first chance they get? For every alliance that is known there are dark deals made in secret about which one can only speculate.

Good luck. It's going to be a long night.

Setting: This game is set in an alternate Amber in that it uses the elders as character archetypes and there is some kind of dangerous power source in the basement. Each of Oberon's surviving children have become attuned to it, though the process nearly killed them, and while it grants certain powers, those powers come at a cost.

It is a pseudo-Victorian setting and in a remote village there is a wealthy estate on the hill ruled by Lord Oberon of Amber. Now that Oberon is dead -- probably -- the siblings have all converged to vie for control of the estate and the old man's power source, or possibly they have come for the sense of closure they need to move on with their lives, or maybe they're only coming because the source of power in the cellar is calling to them and it will not be denied.

My goal for the setting is sick and wrong. The content will not be appropriate for people of any age, but especially not kids. Oberon was a bad man -- a very, very bad man. This game is not for the squeamish.

Character Instructions: Email me with the following: a) your first three choices of elder character you would like to play, b) what fun (and by fun I mean sick and wrong) things you imagine have happened to the character at the hands of his/her family, and c) what hard limits, if any, you have regarding what is okay to explore in-game, e.g. if incestuous sadomasochism is out utterly of the question, say so. I make no promises your hard limits won't come up in play, but I will refrain from writing them into your background on purpose.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact Karrin at kfd [at] efn [dot] org with the information requested above.

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League of Extraordinary Amber-Spawn
 

GameMaster: Randal Trimmer

   
  Teen Friendly? No

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

You have names like Holmes, Bond, Peel, Croft, Harker, Clayton ('Tarzan'), Allard ('the Shadow'), Jones, Blaise... You do not grow old. You are physically superior to everyone else on the planet.

You live on Earth, it's 2006.

You've deduced that you share a common father as unaging as you are. None of you have ever been able to *find* him despite all your talents and resources -- not even Evelyn Flaumel, the oldest of you.

Evelyn went missing a few years ago. Now there's convincing evidence a covert demonic or ET invasion of Earth is in progress. Is there a connection? In any case, the invaders have to go. Preferrably with lots of shooting, explosions, asskicking and bloodletting.

Setting: Earth, 2006.
Gerard's regency is happening NOW, the rest of the family has been gone for a year. But you don't know about that sort of thing.

Character Instructions: The PCs are sons and daughters of Corwin on Earth who have never met him or been able to find him though they have deduced his existance and their relationship to each other. Not even with Evelyn Flaumel's -heh- help.

PCs are built on 100 points with free Really Crappy Innate Shadow Walking. Base them on literary or cinematic characters born after 1795 who could just barely be jammed into the cracks of history, sort of. Doc Savage, for instance, can't. Too prominent and too weird. Batman, as a 10 year or so aberration in the '40s, maybe. They shouldn't be so obnoxious that the others, or Flora, would have whacked them. Have some idea what they've been up to since they faked their deaths, as all but the youngest must have done.

Powers: shadow magic, shadow conjuration, maybe some partial shapeshifting, mesmerism... like that. Resources: 1/2/4 points for Useful/Very Useful/Extremely Useful things like Wealth, Contacts, Extra Identities, Secret Bases...

Contact me before the con to reserve a character -- first come, first served -- and/or get the build approved. Pregens will be provided for those who don't do so.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact me, Randal Trimmer. There's a chargen page at http://nineblackdoves.com/pmwiki/pmwiki.php/LeagueExtraordinary/HomePage

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Lest You Thereby Become A Monster
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? No

Game Description: Horror

You can't sleep. You've been organizing this ultimate attack into the heart of Chaos while the Pattern behind you slumps under the feet of your father. You've been trying to figure out how you can possibly fit a living Oberon into your schemes... Or is he dead now? You've been trying to gain the Jewel of Judgement so you can save the universe where Oberon failed. You've been running the Jewel out to where the Shadows go mad.

Here beyond the ends of sanity you're fighting a desperate holding action. There's a whole world here you never knew about, though now you're not sure that it wasn't just around the corner all along. You can do things here that you'd thought flatly impossible... But among the impossibility are living nightmares. Hunting you.

Can you stay sane in this endless fight? Pushed beyond the limits, can you even stay awake?

This game will use Fred Hicks' new RPG, Don't Rest Your Head. The system involves pools of dice for Pain, Discipline, Exhaustion, Madness, Despair, and rarest, Hope. I will provide the dice, and email explanations in advance.

Setting: This is set during _The Courts of Chaos_. You've come through the Trump and passed the armies of Amber into Chaos... Or you watched that happen. Now comes the tricky part.

Character Instructions: Pre-generated characters. Available are Benedict, Bleys, Brand, Caine, Corwin, Deirdre, Flora, Fiona, Julian, Llewella, and Random. Characters will be passed out at the game on a first-come, first-served basis.

Player Information: Minimum: 3 Maximum: 5

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

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Morpheus Calling
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

Let me tell you why you're here. You're here because you know something. What you know you can't explain, but you can feel it. You've felt it your entire life. Something is wrong with the world. You don't know what, but it's there. Like a splinter in your mind, it's driving you mad. It is this feeling that has brought you to me. Do you know what I am talking about?

You want to know what "Amber" is. Morpheus has the answers. Swallow the red pill.

Setting: In a prison of your own mind.

Character Instructions: Players may play any character conceivable from any setting imaginable (Amber or non-Amber). Players must email the GM a description of their character before the con.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: E-Mail James at Nuadha_Silverhand [at] yahoo [dot] com

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The Out of Time Game
 

GameMaster: Jason Ray

   
  Teen Friendly? No

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

Yes, you guessed it, it's another Dream Park extravaganza from your friends at Twisted Minds Gaming, Inc. TMG has a history of putting out some strange game content (think Jack Chalker on LSD) but they swear this game is safe for children. As Dream Park adventurers are 15 year olds of all ages, we are betting this means you!

As with all Dream Park adventurers, the only thing we'll know in advance is the name of the game and the types of characters allowed - and according to the press release, they are accepting "Anything with a cape, or anything that would wear a cape except for the safety recalls" as a character. What does THAT mean, you ask? We wish we knew.

The only other information we have is that the game is going to start at a “unusual time” which will be revealed to all the players the day before. When asked if they would permit the usual 3 yes/no questions before the game, TMG's response was "As if it would MATTER!" We'll take that as a yes, and see what the wild, wonderful and wacky weirdos from TMG have in store.

Tune in at ACNW and see what the Out of Time Game is all about!

Setting: It's America of about 2025 set in Dream Park, the futuristic Disneyland where holograms and holodecks meet VR and live actors in the ultimate roleplaying experience. "Players" are regular people (well, as regular as gamers ever are) who play their "adventure personas" in one of the Dream Park theaters.

The only real objective is to have fun!! And stay alive, don't forget that. And make sure your wisecracks will get to be soundbites on the DVD extras. And *sound of a blunt object being applied to a hollow-ish oblate spheroid*

Character Instructions: "Anything with a cape, or anything that would wear a cape except for the safety recalls." NO GODS.

Design your own character concept as you see fit, and give yourself whatever equipment, powers, skills or spells you think would be entertaining. In Dream Park as in Amber, player characters are automatically better than any NPC (except for really good monsters and villains). Indulge your imagination and build yourself the ultimate adventure persona, famous throughout the world as a Dream Park superstar.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Send in your ideas to Jason Ray at arthanyel [at] hotmail [dot] com, and questions are welcome at any time.

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Primetime Adventures: Amber [2006]
 

GameMaster: Pôl Jackson

   
  Teen Friendly? No

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

Amber: The Series aired on ABC from 1978-1979. It was canceled after only a season and a half; the network cited flagging ratings as the reason.

The show had been criticized for its low budget, poor special effects, and confusing plot. Even so, Amber: The Series had gathered a loyal cult following. Numerous attempts were made over the years to relaunch the show, but none had been successful... until now.

In Primetime Adventures, we play "The Greatest TV Show That Never Was". Each player character is a main character in the show.

The pitch for our show is Amber [2006], a complete re-imagining of the (fictional) 1978 TV series. Most of the session will be brainstorming; we'll be collaboratively creating the show, from the ground-up. We'll also play through some or all of an "episode".

Prior experience with Primetime Adventures is not required.

Setting: For Amber [2006], we're not restricted to "Amber canon". We can add, remove, or change anything about Amber that we like, in order to make the best TV show possible. We could put Amber on Earth, take away the Pattern, and say that Shadowalking requires massive quantities of LSD... if we thought it would make for a better series.

Character Instructions: The characters you decide to play will be the Protagonists of the show. A game with Random, Corwin, Benedict, and Deirdre as protagonists will be very different from a game that focuses on Eric, Dara, Strygalldwir, and Lord Rein!

We can change anything about the characters that we like, as well. Your version of Caine might be female, or nine years old, or an old man. Again, whatever changes we like that will lead to a better show.

Who will play which Protagonist, and what those characters will be like, is something we'll decide together, during the game.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please drop me an e-mail before the Con with any questions or concerns that you might have about the game. Even if you don't have any questions, please send an e-mail anyway, and let me know that you're on board.

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ShadowWorld
 

GameMaster: Edwin Voskamp
**Game may run late into the evening. This is a two-part game, which began in Slot 5, you must have signed up for it in Slot 5 as well**

   
  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.

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

NOTE: This is a double slot game, combining Saturday Day and Saturday Evening into a single game. Also, I prefer returning players for this game: if you would like to play ShadowWorld for the first time, please look at one of the other slots I am running ShadowWorld.

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, Ecuador and Vanuatu, 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 fifteen (15) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

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

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Upon a Sea of Green Blood Flows Black
 

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

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

In war honor is for the victor. Without honor war is but bloodshed.

War is upon the land. War more terrible than any amongst the Corps has ever seen. War which winnows fields of men, and turns cities and towns to smoking pits. Can a band of soldiers turn the fate of War? Can a few end this war?

This is a Continuation of the Corps of the Ebon Blade games run over the last two years. New and old players and characters are welcome. Prior knowledge of events is not neccessary.

The Ebon Blade is an Elite Military Force in a world of Steam Punk, Mad Scientists, and a 'generally' 19th Century Earth Technology.

This mission will test the limits of the Corps' Military Prowess and Resolve.

In a time of world shaking war, a hand picked unit is to be sent into the heart of enemy territory to achieve the impossible.

Setting: Somewhere in Shadow. The World of the Ebon Blade does not know its place in the scheme of things. Amber, the Courts, and their inhabitants are unknown to the people of this Shadow.

Technology is at a level equivalent to late 19th Century Earth. However, science, philosophy, and a Certain amount of Magic and the like are intertwined into a Mad Scientist's vision of reality.

Character Instructions: Characters should be built to be members of a World Conquering Commonwealths most Elite Military Unit. The Ebon Blade is Special Forces. Military or Martial Capability is primary to inclusion in the Corps.

Characters should be built on 75 pts. using the ADRPG system. Major Powers are unavialable. NO Trump, NO Pattern, No Logrus.

Returning characters may contact the GM to discuss 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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What's under YOUR bed?
 

GameMaster: Mickey Schulz

   
  Teen Friendly? Yes

Game Description: Horror -- Amber with a Twist

Based on the Little Fears rules: What scares the children of Amberites? They can manifest anything, does this also mean they manifest their greatest fears? Can they vanquish their own manifestations? You will be young Princes and Princesses (probably not canon) who have to face your greatest fears.

Setting: A Shadow near to Amber. We will not be fussing over much with canon with this one. Consider the Shadow to be at about our tech level and culture.

Character Instructions: You will be creating characters who are no more than 13 years old, and no less than 5. If you are interested, contact me and I'll give you character gen parameters. Or you can wait to the con as character creation will be very simple.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Mickey Schulz - lethe [at] u [dot] washington [dot] edu

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

Amber Shadows
 

GameMaster: Lee Short

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

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://www.darkshire.net/jhkim/rpg/starmoonandcross/) there is an excerpt from the game with the resolution rules and the PlayAid/CharSheet I will be using for the ACNW game.

Note: This game was previously run at ACNW 2005. This is not a continuation of that game. The continuation of that game is in Slot 1.

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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By the Rivers of Babylon
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Teen Friendly? No

Game Description: Dark / Grim -- Non-Amber

We rolled into Babylon with a dust storm on our tail. My head roustie wouldn't stop jawing about how Babe Ruth had done in the game last night. I glanced into my mirror to check on the other trucks following me. From the side of one of the wagons an elephant's trunk stretched out and felt about in the air. We'd picked her up at a good price from the Daley Brothers. Figured she could be a good draw.

Babylon was a rough place for carnies, and I wouldn't normally leave the circuit for a rum place like this. But management insisted on it so here we are. I'll have to remember to tell the cootch dancers not to do a blow off. Last time we did that here, we lost a girl later that night.

I had a lot on my mind as we rolled down that dusty street. Our bearded lady was wanting to renegotiate her contract and was angling to work her way out of the Ten-in-One, our strong man was out of commission after breaking his arm and we were down another act since our he-she found religion and settled down with a wife two towns back.

Of course, this wasn't worth a hill o' beans when the angel showed up and started issuing orders.

Setting: Loosely inspired by the HBO series Carnivale. Game opens in the 1930s in the fictional town of Babylon, TX. From there events can continue on to Heaven, Hell, Atlantis or any of a number of places among the branches of Yggdrasil or tucked away in the forgotten parts of the Earth. Be warned that this game is intended to be dark, exacerbating many of the problems that the world faced at this time, with overtones of the End Times. Characters will confront darkness and corruption, and it won't be pretty.

Character Instructions: This game will use a slightly abbreviated version of the Nobilis rules, in which players portray those chosen by a godlike being to serve as his/her/its agents on Earth and infused with a divine shard of reality. A selection of pre-gens will be made available before the con, as well as a guide to the game mechanics. All characters will be employees of a travelling carnival. Full character sheets will not be provided until the con. You will only receive details regarding your pre-Noble existence prior to the game.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please contact Jeremy at bolthy [at] bolthy [dot] com to receive a list of available characters as well as other information.

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Doctor Who: AMBER vs. the Flying Saucers, Part 1, Like Flies in Amber, Part 2
 

GameMaster: Amber Cook and Roy Grutchfield/Linda Cottrell
**Game starts late at 11 AM.**

   
  Teen Friendly? Yes

Game Description:

This will be much like a two-part episode arch of Doctor Who, in which the TARDIS crew meets peril and the wonders of the universe in a whirlwind adventure set in AMBER. When Part 1 is over, we will end on a cliffhanger and break to get lunch, then continue afterwards with Part 2 until the gripping finale. Players will determine the ‘next time on’ segment at the end.

You just saved the inhabitants of a luxury, underwater bio-dome on an earth-colonized world of the future, and you return, chatting happily, to the TARDIS, this time with two new companions in tow.

The Doctor grins like a school boy as he engages your enthusiasm for a trip to ride the tail of the Kik-loc Comet, now on an almost collision course with a small planet on the other side of the galaxy. As he talks he pumps some squeaky gizmo over here, then twists a loose knob over there, finally yanking down a large lever with great gusto. The familiar sound of the TARDIS builds with each adjustment - -

Does the new guy seem to be using every chance he can get to flirt with Captain Jack? Why is Rose keeping such a sharp eye on the Woman the Doctor invited to join them? Only Mickey seems oblivious to it all, watching the Doctor’s bizarre behavior with rapt attention, he’s still very new to all this…

- - You are underway now, traveling at tremendous speeds thru space and time, the newbies getting a tour of the inside of the TARDIS from an enthusiastic Mickey, when a series of alarming noises you’ve (most of you anyway) never heard before emerge from the heart of the TARDIS, the equivalent of intruder alert.

A small circle of ghostly white light, which has been skulking, somewhat camouflaged in deep shadows on the floor, moves closer and begins to expand slowly, spinning even slower on its own axis, until it reaches human height. It is beautiful - and disturbing, to look at, a trace of some fiery blue pattern among the pearly white emanations of light…

Setting: The Doctor Who-verse meets AMBER.

More specifically - -
- - The new series Doctor Who meets post-second series AMBER.

Even more specifically - -
- - a Personal Blend mix of first and second season new series Doctor Who (I wanted to make as many of the regular series characters available to play) meets not-long after the second series of books AMBER (Random is king in AMBER, Merlin almost but not quite on the throne of Chaos, etc.).

Character Instructions: First come, first serve, pre-gens, including - -

Four of the Doctor Who characters:
1) The Doctor
2) Rose
3) Captain Jack
4) Mickey

- - As well as three pre-generated new companions, who join either from the bio-dome or in AMBER itself (non-Amberite citizens of the realm). These can be modified, or played as is. ``` In this game, as in the series, characters are not powered or super teched-up, they act and prevail with their brains, instincts and a smattering of that marvelous ‘main character’ luck so popular in adventure fiction. (And I will make sure that the power imbalance between the Doctor and the others does not mean anyone gets less of a payoff than others; I’ll also consider some form of the stats and skills, or something a bit more concrete.) Triangles of who likes/wants to flirt with who will be worked into the characters and the character dynamics - which can be played out, in the spirit of fun role-playing, as much or little as individual players like.

Player Information: Minimum: 3 Maximum: 8

Check in with me at changeling@hevanet.com as soon as you have your game assignments so we can get the pre-gen picking going - - I want to have time to make sure everyone ends up with a character they are looking forward to playing.

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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.

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Giant Wooden Robots and Romance
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Set in an alternate medieval Japan where mage-alchemists construct giant wooden mecha for fun and profit. Join our cheerful band of miscreants as they stomp their way across the countryside to the embattled province of Ko where they hope to make their fortune.

Fire cannon, drink sake, leap from giant wooden robot to giant wooden robot, find romance, be the hero of the day, and throw tantrums when losing at go. Fun fun fun.

Setting: Not applicable.

Character Instructions: Characters will be pre-generated with extras to choose from.

Player Information: Minimum: 4 Maximum: 10

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

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Infernal Desires 3: The Carnival of Lost Souls
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly?

Game Description: Mystery

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-four 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, especially with the guidance of Henry Thurmond, the Chief of Police for the last two years. Similarly, acceptance of Amber’s Weir citizens is growing, especially since the pack gained a new leader, Ulysses, also two years ago.

With the death of King Swayville, Chaos has been aswirl with assassinations and political machinations as potential kings rise up and are cut down. The news that reaches Amber is likely out of date and badly garbled, but the concern for family and friends in the "homeland" as well as worry for the continued accord between Chaos and Amber are wearing on all. The end of the summer draws near, and a welcome distraction arrives in Amber City: a travelling carnival.

Setting: The One True City, 24 years into King Random's reign.

Character Instructions: Pregenerated characters

Player Information: Minimum: 3 Maximum: 5

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

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Nine Princes at Hogwarts
 

GameMaster: Mickey Schulz

   
  Teen Friendly? Yes

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

The game will take place in the Harry Potter universe. Random has sent someone to find any children of Amber hidden in Shadow. Which one of you will it be? One of you will be the unknown Amberite, another will be looking for you, in a world where your talents aren't all that different from everyone else's. Pre-Gen characters of both genders will be provided.

Setting: The setting is at Hogwarts. Harry Potter's world is just another Shadow of Amber. And someone left a gift when they went back to Amber.

Character Instructions:

Player Information: Minimum: 4 Maximum: 8

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

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Of Kinship and Tears
 

GameMaster: Eric Todd and Dan Christensen

   
  Teen Friendly? Yes

Game Description: 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.

Caught in the machinations of a jealous council, your family walked between civil war and a penniless exile, emerging better than bankrupt, honored by the people and with Amber intact. A victory.

Yet the rebellion-blind council-members turn their greedy eyes to profit, your grandmother Julia's life hangs in the balance and Cestus leads an unlawful army to glory or infamy. Among the people, some hope the new leader of Benedictus will guide Amber to a golden age. Others preach that even Benedictus cannot cleanse the corruption at the heart of the One True City.

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 almost certainly 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: 8 Maximum: 12

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

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Polaris
 

GameMaster: John Kim

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- 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: A city by the North Pole at the mythical dawn of time

Character Instructions:

Player Information: Minimum: 2 Maximum: 4

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

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The Seven Deadlies
 

GameMaster: Jen Edwards

   
  Teen Friendly? No

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

THE SEVEN DEADLIES
or
"How Twisted Can You Get?"

We're talking seven of the most despicable, loathsome, back-stabbing, bushwhackin', cheating slime in the multiverse. Your parents were weasels. Your grandparents were monsters. But you, you take the cake. And you've been ruling with an iron fist for centuries.

The starting-game world and plotline is deliberately malleable: I want everyone to be able to embrace their inner scumbag. Play a deadly sin to the teeth, take it as far as you want it. You want to have killed some aunts and uncles? Want to have slept with them? Want the throne of Amber? Want to have consistently double-crossed everybody? Go with it. I'll blend it all together into a coherent story we can play with when you walk in the door.

This is not to say I don't have some ideas and twists of my own. I've got plenty. Things aren't going to be easy. But if we can't win the Obey for Most Heineous Betrayal, then you people just aren't trying hard enough.

Setting: Amber, a dark and distant future.

Character Instructions: STEP ONE: Pick a deadly sin. (First come, first served)

Superbia - Hubris/pride - In almost every list Pride is considered the original or most serious sin. It is identified as a desire to be more important or attractive to others, failing to give credit due to others, or excessive love of self (especially holding self out of proper position toward God). Dante's definition was "love of self perverted to hatred and contempt for one's neighbour". Pride was what sparked the fall of Lucifer from Heaven, and his subsequent transformation into Satan. Vanity and Narcissism are good examples of these sins, though both imply a more empty feeling of Pride, with little to back it up.

Avaritia - Avarice/greed - A strong desire to gain material wealth, Greed is, like Lust and Gluttony, a sin of excess. However, Greed particularly applies to the acquisition of wealth. Thomas Aquinas wrote that Greed was "a sin against God, just as all mortal sins, in as much as man condemns things eternal for the sake of temporal things." Dante wrote something similar, as the penitant in Purgatory were force to kneel on hard stone and recite the examples of avarice and its opposing virtue. Avarice is a blanket term that can describe many other forms of sinful behaviour. These include disloyalty, deliberate betrayal, or treason, especially for personal gain or when compensated. Scavenging and hoarding of materials or objects, theft and robbery, especially by violence, trickery, or manipulation of authority are all actions that are inspired by greed. Such misdeeds include Simony, where the sinner feels the urge to make money by selling things within the confines of the church.

Luxuria - extravagance/lust - Lust is best described as depraved thought, unwholesome morality, desire for excitement, or need to be accepted or recognized by others. It also includes obsessive, unlawful, or unnatural sexual desire, such as desiring sex with a person outside marriage or engaging in unnatural sexual appetites (like bestiality). Rape, adultery and sodomy are considered to be extreme forms of lust. Dante's criterion was "excessive love of others," thereby detracting from the love due to God.

Invidia - envy - Like greed, envy is characterised by an insatiable desire, however the two sins differ for two main reasons. Firstly, greed is normally associated with material wealth, whereas envy can apply to other concepts, like love or success. Secondly those who commit the sin of envy desire something at the expense - or alternatively because of - someone else. Dante defined this as "love of one's own good perverted to a desire to deprive other men of theirs." Envy can inspire feelings of 'schadenfreude', where one delights in others experiencing misfortune.

Gula - gluttony - Modern views identify Gluttony as being associated with an overindulgence of food and drink, though in the past any form of thoughtless excess could fall within the definition of this sin. Marked by a refusal to share resources and unreasonable or unnecessary consumption, Gluttony could also include certain forms of destructive behaviour, especially for sport (like trophy hunting), Substance abuse or binge drinking. The definition for Gluttony has the words “over indulgence” in it, so therefore, Gluttony could be over indulgence in any one thing (not just food).

Ira - wrath - Inappropriate [unrighteous] feelings of hatred and anger. Denial of the truth to others or self. Impatience with the law, or seeking revenge outside of justice. Unnecessary vigilanteism. Wishing to do evil or harm to others. This also includes anger towards others for no good reason, such as their race or religion, leading to discrimination. 'Minor' sins born of wrath are some of the most serious, including murder, assault, discrimination, and genocide. Dante described wrath as "love of justice perverted to revenge and spite".

Acedia - sloth - More than other sins, the definition of sloth has changed considerably since its original inclusion in the list. Originally, its place was fulfilled by two others, Acedia and Sadness. The former described a spiritual apathy that affected the faithful by discouraging them from their religious work. Sadness (Tristitia in Latin) described a feeling of dissatisfaction or discontent, showing unhappiness with their current situation. When Aquinas selected Acedia for his list, he described it as an "uneasiness of the mind", being a progenitor for lesser sins such as restlessness and instability. Dante built on this definition, describing sloth as being the "failure to love God with all one's heart, all one's mind and all one's soul". He also describes it as the middle sin, and as such is the only sin characterised by an absence or insufficiency of love. Modern interpretations differ from either of these, and portray Sloth as being simply a sin of laziness, of an unwillingness to act.

STEP TWO: Choose your parentage. (First come, first served- though some can be accepted multiply.)

Benedict and Kalidora: You know Benedict. He's a dick. No, really. Don't try to argue with me here. He's prickly, dominating, untrusting and has a cataclysmic temper. Sound like a fun guy to have as a dad? Of course he does. Wait till you hear about his wife. She's even better. This beautiful vixen is from a Black Zone Shadow. The two of them got along like a house on fire. When Benedict finally got sick of her manipulation and her attitude, Kali set him up to destroy his own beloved kingdom with an invading army. When Benedict found out what had happened, he fell on his own sword. It's still rusting near the Steps of Kolvir.

(I told you your parents were weasels.)

Rinaldo and Vialle: Rinaldo's a good guy? Oh, please. The man tries to kill his 'best friend' every year on Walpurgisnacht. He manipulates blind women, and out-Cained Caine. And after swearing off vengeance against Amber, Rinaldo stirred up war in the Golden Circle. At a peace conference headed by an exhausted King Random, Rinaldo poisoned Random, lured him into a trap where he was stabbed repeatedly by hidden conspirators... and with a spell masking his identity, seduced Queen Vialle.

(Weasels, I tell you!)

Jurt and Julia: Well, it's actually Merlin and Julia. But Jurt, bless his little black heart, considers the baby his own. After all, he and Julia are a thing now, even if he is being used on the rebound. So how does baby feel, being raised by the bitter anti-Merlin duo, about finding out it's technically heir to the Throne of Chaos?

Merlin and Coral: Or this one heir to the Throne of Chaos? Talk about a pyrotechnic conception. Everyone's expecting the world from Baby. Conceived on a healed Pattern, Amberite heritage spiced up with a little incest, and mommy was Bride of the Jewel during her pregnancy. Is Baby the beast of the known universe, or a universal dud?

Mandor and Flora: You saw it coming. Sure, he has a shrine to Fiona, but who can outglitter, out-entertain and out and out OUT it like these two? Who's manipulating who? Who has the condescending paternalism (or is it maternalism?) just plain nailed? Are they still together? Of course not. But do you think their kid considers them less trouble one-on-one?

Julian and Fiona: I see you double-take. You've got so much ice here it's a wonder baby wasn't born with frostbite. Fiona doesn't even like Julian, and best of all, well... Julian's gay. You heard me. So how did this happen, hm? Pure expedience. Fiona needed a warm body, Julian was drunk. Both parents despised their own child, at least after Fi discovered it wasn't an acceptable trade-off for the power she wanted.

Two other PCs: Mm, yeah. The most interesting option of all. You have no idea what you're getting, but whatever it is, it'll be in the room with you when you sit down. The baddest of the bad, and you get to be the baddest little whippersnapper there is. Go for it.

STEP THREE: Build a character sheet. Base it around steps one and two. 600 points. Knock yourself out. Powergame all you like. But NO STUFF. You're all already bad stuff characters and you know it.

STEP FOUR: Mail all this to me at strategissa [at] gmail [dot] com. We'll work out your backstory and how it fits with everyone else. Mail me as soon as possible, because the more we talk, the better this game will be.

Player Information: Minimum: 4 Maximum: 7

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

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ShadowWorld
 

GameMaster: Edwin Voskamp

   
  Teen Friendly? No

Game Description: Dark / Grim

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.

CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.

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, Ecuador and Vanuatu, 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 fifteen (15) points to create your character's powers.

Player Information: Minimum: 2 Maximum: 8

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

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Shadow World 2112
 

GameMaster: Joe Zottola

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

It is 2112 society is Agrarian, you are content you worship the gods on the appointed days give your sacrifices as proscribed your world is a peaceful one, there has been no violence since the great over-throw of technology in 2012 there are still signs of the former world, the roads, the great cities of course, the centers of forbidden knowledge which show case all that was wrong oh so long ago. It is your 16th birthday you and your friends and family have gathered to celebrate your becoming a member of Society, but something is different today you dismiss it as nerves about the new responsibilities that come with coming of age.

(Game uses system loosely based on Shadow World diceless system, current main-line players may not register un-less okayed by GM)

Setting:

Character Instructions:

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: please contact me at joe [dot] zottola [at] toro [dot] com so we can work out characters before the game and start playing right out of the box as it were, if unable to contact me that is okay too, character creation will not take that long either way.

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Spontaneous Flexible RP Fun!
 

GameMaster: Karrin Jackson
**Game begins 90 minutes later at 11:30 am**

   
  Teen Friendly? Yes

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

You pick the character and genre, I whip up a system and make an adventure. It's spontaneous flexible RP fun!

What I'll need from you is the top three character archetypes you're interested in playing. The archetype can be anything, you know, archetypical, like the hero, the child, the trickster, the rogue with a heart of gold... Pick a character type and send me your top three choices.

What I'll also need from you is your top three genre picks. Bad Victorian novel? Ancient Rome? Bronze age with dragons? Far future with magic? Teenage drama in space? Be creative. I'll bring a list to the game for players to vote on.

Setting: Feel like old school fantasy? How about science fiction? Does film noir catch your fancy instead? If I have a grasp on it, it's up for the asking. Unfortunately that means your favorite book series is probably out of the question -- you can ask but it's got to be something everyone is reasonably familiar with. I'd rather receive original suggestions; think of it as a chance to try something no one has ever done before.

Character Instructions: Email me with your top three archetype and genre picks prior to the game. Keep in mind the game is teen friendly, so please keep your picks rated PG-13.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Contact me at: kfd [at] efn [dot] org.

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