Game Book - ACNW 2007

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Thursday, November 1, 2007 - 7pm to midnight

Endless Starlight: Shattered Under Midnight
 

GameMaster: Kath Nyborg, Andis Blija
Game may run late into the evening.

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

For one hundred years, the Shadows of Faerie have known peace and prosperity. For one hundred years, the Realms have lived Happily Ever Since the valiant heroes gathered by Queen Ella sought the Heart of the World and healed her with Wish and Blood. But that time is now gone, and peace is shredding as swiftly as starlight in a winter's storm. Now Queen, Ella's daughter, Blanche has a tenuous hold on her throne; supported by the visibly-aging Benedicte, she is harried daily by her ex-Advisor, Brandwell, whose incendiary ideas are calling other realms to his cause and tearing Faerie apart at the seams.

Amid this turmoil, the Heart of the World, Fiona, is fading from existence, a piece of her heart at a time. Reclusive for the last few years, she is now all but silent ... the light dimming in her starlight eyes. All that is Real to your senses fades as well, and even the lackwits understand that the Heart is the Land.

As Brandwell's forces gather closer to the Queen's palace, you are called beyond the city, to a dark finger of the old forest where the stars still shine despite the coming day ... called to act before the starlight dies forever.

Setting: Somewhere out in Shadow, in the Realms of Faerie.

Character Instructions: While this is a continuation of the Under Endless Starlight story, all players, both new and returning are welcome. New players will have semi-customizable pre-gen fairy tale characters to choose from prior to the game. All character goodness should be hammered out prior to the start of the con, so the GMs may plot and plan around you.

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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Forgotten Scions
 

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

   
  Teen Friendly? No

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

Here I am at ACLS 2007 Convention located at the MGM Grand Hotel in Las Vegas. True one of many conventions happening at this hotel over the long president days weekend, but it is one strangest conventions I have the pleasure of covering. Unlike your standard fantasy convention or role-playing convention this one is unique, in that its focused on one particular game system and one author.

The game system is called ADRPG or for us abbreviation challenged individuals -- Amber Diceless Role-Playing Game. Yes, you heard me right, no dice. I asked my press contact for the convention, Sharon Harris, how that works, and after a few dizzy minutes of explanation, the best I can say, is that it does – something about numbers and role-playing skill. Which of course, went totally over my head, I certainly hope I will get a chance to see this in action some time this weekend.

But back to the convention, the author this game is based on is the honorable Roger Zelanzy, creator of the Chronicle of Amber books. Each attendee, plays one or more characters based off of the books, usually children of one of the Elders. Based off of the statistics that were provided to me by Sharon, more then half of the attendees are regulars – in that they come back every year.

So if you have a few minutes or a few hours, come by and see for yourself. There are several conference rooms that have been designated as open to viewers, only request of course is to not disturb the game in progress. See the posting outside the main convention room M2-106 for the list of these rooms.

Well there you have it for now folks, this is Dale Winters for KBLV reporting from the MGM Grand.

You have all heard or seen this news story, either on the radio or the brief TV spot for the various local news station or even posted on the Ambercon Media board by registration.

But yes, it is that time of the year again, 4 days of Ambercon, here at the MGM Grand, some of you maybe attending for the first time, others of you might be returning gamers. Some of you are just curious about the whole thing, and others maybe working in or around the hotel at the time.

But all of you are here, its opening night Thursday, registration is open, the main con room is bustling with people, some having come to look at the entries for the annual art contest, others to pick up their pre-ordered con shirts which this year is a choice of tank top, tee shirt and long sleeve and even a hoodie; maybe to talk with a friend; check the message board; con event board; and still others to check the posting of the games for their Thursday night game.

The opening night presentation by the Con Committee is about 20 minutes away, and apparently from the notice on the Main Con bulletin board, they have a special guest. Matthew Sutherland – who is playing Prince Bleys in the upcoming Amber Chronicles: The Night Princes in Amber movie.

Setting: To Start Earth Prime -- Las Vegas MGM Grand Hotel And to Infinity and Beyond -- i.e. Amber

Character Instructions: All characters are ‘apparently human’, in that they don’t start with the traditional amber powers. There will be no bidding for stats or requirements to have points set aside for Pattern. Stats will be limited to anything under Amber Rank 0 pts.

The 4 standard stats: Psyche, Endurance, Strength, Warfare.

What I do request is that for your character that you note down any skills that your character has of noteworthiness. And anything that might be special about your character. Remember you come from Earth Prime, where people with special abilities are vastly limited and rather rare. I am not saying you can’t say be an empath or even some incredibly lucky gambler or stage magician or world class martial artist, something along that line. Just that you need to keep in mind that actually ‘pattern abilities’ just don’t happen – not yet. You can have quirks and talents such as, always knowing your way regardless of where you are, or being able to speed read and comprehend what you read instantly, photographic memory, famous musician, etc. You don’t need to be famous or infamous – but you can have these quirks, that is up to you.

Essentially I would like each of your characters to have something unique/different from other people – this will give me hints at who your parents are.

i.e.

mental abilities, talents -- psyche;
physical warfare or competition skills – warfare;
marathon, decathalon, mom/dad with 3 kids etc – endurance
weight lifter, professional or otherwise – strength

You are not limited to just one of these categories, but you need to have at least one.

You characters don’t need to actually be attendees at the AmberCon that is where the game starts, you can be someone that is staying at the hotel or works at the hotel or etc. You just have to be at the hotel, at game start. You just have to be near or in the main con room at game start.

Your character can be adopted, I don’t require this. Though at least one of your characters parents will be an Amberite. Most of them passed through Earth Prime one time or another looking for Corwin and failed. And pretty much all of them could have stayed long enough to either have a child or sire one. If you have a burning desire to be a scion of a specific Amberite, let me know. I can’t guarantee it but I will do what I can to facilitate that parentage. Only living elders available for parents are those known to be alive during the Chronicles of Corwin (i.e. the first 5 books). And yes you can be a child of Corwin if you want, Unicorn knows he probably left a trail of kids over the hundreds of years he has been on Earth.

The age of your character should be between 19 and 32. Everything else is pretty much up to you for sex, nationality, race etc.

One consistent fact is that all of your characters are reasonably healthily, no illness, diseases etc. Now if you want to be carting around extra pounds or maybe had some kind of accident that injured your character and hence add that element of humanness into your character, that is ok. But I will warn you that most of these type of things will go away eventually, especially if your character walks the Pattern.

I do plan on this game being the beginning of a continuing campaign. So if you are one of those long range type of planners, I know some of you are, consider that in your construction of your character.

I do use stuff (good and bad), so beware if you want to have it. Just let me know that you want it and how much for your character – max 5 points. I will allow the equivalent of partial powers such as limited sorcery for those that want to be magicians or illusions, or even something unique like a chi master. If you are the type that just has to have some special heirloom item from your Amberite parent that is ok but no more then 2 points and – your character doesn’t know what it does. No trumps!

All characters concepts must be approved prior to the con. I will allow a few minutes for general Q&A at the beginning of the game for anything last minute but I would like to focus the time we have on game play – that is what we are all therefore.

So send to me, character name, age, sex, racial mix (if applicable), your stat ranks, skills, stuff notes (good and bad), and a pic if you have one. Anything you think I should know about your character. And of course if you have some burning desire to have X for your Amber parent. But I should warn you, some Amber parents come with bad stuff attached to them :)

Player Information: Minimum: 2 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Please contact Dawn Greenlee via email address moonryu [at] yahoo [dot] com All character need to be approved by Oct 29th, 2007. I highly recommend you get them to me as soon as you can so we can work out any questions you might have.

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The Guns of Abalaa
 

GameMaster: Michael Sullivan, Madeline Ferwerda, John Nienart

   
  Teen Friendly? No

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

The African country of Abalaa's sun-scorched countryside is stained with blood. Rebels, quiet these last ten years, rise against a corrupt government, and dark rumors of atrocity filter from the far provinces to the capital. This can mean only one thing: News!

Eric Davies and Bleys Hammond race for the scoop, only to find out that Eric's old rival, Corwin Beckman, has abruptly returned to the world of international reporting. As the journalists fight to break the story, they find themselves among a crowd of aristocratic ex-colonials, cynical capitalists, hard-drinking ex-pats, soldiers of fortune, missionaries, and more: people only too happy to provide information, for a price. But the story can't serve everyone's interests, and Africa has swallowed more than one reporter in its time.

This is a game of intrigue and perception, the truth and its shades. The rivalry for Amber's throne is recast as a struggle to break the biggest story of the year, or to make sure that that story benefits you and your allies.

Setting: The fictional country Abalaa, in Africa. Please note that this game features no supernatural elements of any kind.

Character Instructions: The GM's will contact you prior to the con to match you with a pregenerated character. Feel free to contact us -- use sullivanmb at gmail.com, and we'll try to answer any questions.

Player Information: Minimum: 9 Maximum: 14

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

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Knights of the Serpent
 

GameMaster:Erik Florentz

   
  Teen Friendly? No

Game Description: Strategy -- Traditional Amber

You belong to an elite Order within the Serpent's Most Holy Church. Individually, members of your Order are known as Knights of the Serpent throughout Chaos and beyond. Collectively, you belong to the Serpent Guard, the Church's organized hard power. Your group is responsible for defending and propagating the One Truth Faith's wide interests wherever they may take you.

Setting: Chaos, after the last Merlin book. Merlin is King of Chaos, Random is King in Amber. Corwin has a young Pattern.

Character Instructions: Characters will be Chaosian members of the Church. All characters should have a short backstory for how they proved themselves worthy of their Order.

Partial powers are permitted, contact me to discuss specifics. Shapeshifting is strongly suggested, if you choose not to have it or a partial version find an in-character reason why.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Erik Florentz, spikard [at] usa [dot] net

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Proof Positive
 

GameMaster: Kristen Gibbs Schleick
Game may run late into the evening.

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

::message received::
*encryption enabled*
The movement is losing speed. Even the shock that the Purplebellies caused those monsters hasn't been enough to flip the inner planets. They keep on with their lives, thinking it makes no difference to them, that the ones who did it have been punished. We have to reach in and show them that their own children have been hurt by this regime. It's time to act. This particular run will have personal interest to your crew, I’m sure. Meet at the place where you punched me out that one time, on U-Day. Surely you can't forget such a singular event.
-Captain Kim
::end of message::

Setting: A Firefly game set 1 month after the events in the movie 'Serenity'.

Character Instructions: Characters are to be made by the players before the con with input from the GM. Simple diceless stats using Amber categories (Strength, Endurance, Warfare, Psyche) plus specific skills as needed.

Player Information: Minimum: 4 Maximum: 7

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

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Pub Theory & Game Crawl 2
 

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

   
  Teen Friendly? No

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

Last year, ACNW's sturdy pub crawl team triumphantly succeeded in patronizing every drinking establishment at the Edgefield in one night. And even more amazing - game theory was still being discussed at the last bar.

I think.

It's... kind of hard to remember...

After having such a good time last year (big thanks to all my "players"), I'm definitely up for it again. 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 buy the first round.

Setting: McMenamins Edgefield, Black Rabbit 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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Reality’s Next Top Amberite
 

GameMaster: Chris Lightfoot, Roberta Tower

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Throne War

Think you've got what it takes to be Reality's next top Amberite?

Contestants compete in a variety of challenges - including SURVIVOR: ARDEN, A REBMAN IDOL and TIR FACTOR, to name a few - to determine who vies for the ultimate prize: the power of the Pattern itself!

But be careful who you step on to get ahead. In this competition's most shocking twist, contestants who are eliminated aren't gone forever – they become the judges!

Who will be named Reality's Next Top Amberite?

Setting: The Ultimate Reality Show could only happen here: at the center of Reality itself!

Character Instructions: If you are an undiscovered grandchild of Oberon, YOU could be the future of Amber!

Player Information: Minimum: 6 Maximum: 12

Players are requested to contact the GM(s) prior to the convention: GM will send out e-mail with instructions for character creation.

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Reservoir Hellhounds
 

GameMaster: Simone Cooper, Joe Saul, and others

   
  Teen Friendly? No

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

Treachery is in the air. In a long-abandoned Castle Amber, questions are asked, suspicious glances are cast, and "trust" is a word that has disappeared from the vocabulary! Sixteen Amberites with more hidden agendas than you can shake a Pattern sword at. Is this a recipe for bloodshed or are you smart enough to trust the right people? The fun filled freeform of deceit and distrust. And, no, you can't all be Mr Black!

LET'S GO TO WORK.

This game was developed by John Davies in 1995-96 and run previously at ACUK, Clan Amber, ACUS, AmberCon North, and GenCon.

Setting: In a Castle Amber from your darker dreams, the ultimate fate of the Pattern's pawns will be decided...

Character Instructions: Amberites only; 100 points; 5 point stuff limit; no advanced powers.

Player Information: Minimum: 12 Maximum: 16

Players are requested to contact the GM(s) prior to the convention: Simone Cooper: simone [at] wyrdrune [dot] com by October 20.

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The Shab-al-Hiri Roach
 

GameMaster: Pôl Jackson
Game may run late into the evening.

   
  Teen Friendly? No

Game Description: Horror -- Non-Amber

It is the Autumn of 1919, and you are all professors at semiprestigious Pemberton University. (Go Panthercats!) As the Fall term begins, so do the usual faculty rivalries. As you compete for status, recognition, and funding, a new wrinkle emerges in the form of the Shab-al-Hiri Roach. Woken from its age-old slumber, it now moves unseen, scuttling under the bedclothes of interdepartmental politics.

Some of you will resist the Roach's domination. Some of you will be possessed against your will. And some of you will welcome the greasy embrace and dark power of your new insect overlord. But getting tenure is worth a few sacrifices, right?

Setting: Fall, 1919. Pemberton University is a quiet and very old New England institution. The University isn't very close to anything noteworthy, and the community is insular - perhaps too insular.

Pemberton's motto is Sapientia Stellarum Nos Conservabit - "Starry Wisdom shall save us".

Character Instructions: We'll be creating characters at the table. Bring dice if you've got 'em, d4s through d12s. I have a copy of the rules. You can learn more about the game from the publisher's website.

Player Information: Minimum: 3 Maximum: 5

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 -- Other; N/A

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.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

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: 3 Maximum: 8

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

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The Summer Queen
 

GameMaster: James Arnoldi, Jennifer Zimmerman

   
  Teen Friendly? No

Game Description: Exploration -- Non-Amber

The ruling monarch of the seelie court rules supreme over the land of Arcadia for six months of the year. As both king and queen, he/she is truly the one person who exemplifies the qualities of the seelie fae and while the summer court reigns, Titania is connected more deeply to the land and its well-being than anyone else.

As a new summer approaches, it already appears that it will be another poor harvest. Each year has been worse for the last 50 years. Whispers at court hint that Titania's own unhappiness is the fault and that if the cause of the king/queen's melancholy is not found soon, Arcadia will be left in an eternal winter. The royal pleasure chambers have been well-stocked with every entertainment available in an attempt to ignite Titania's fire, but it will take more than anyone in the Seelie court could ever imagine....

This adult game will explore mature themes and players can join this game by invite only.

Setting:Faerie, 400 years after the events of A Midsummer Night's Dream.

Character Instructions: Players must contact GMs for character creation before the con.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Players will need to contact James at Nuadha_Silverhand [at] yahoo [dot] com and Jennifer at devilwoman [at] bolthy [dot] com.

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Friday, November 2, 2007 - 9am to 1pm

Amber DRPG 2.0 Discussion
 

GameMaster: Edwin Voskamp Eric Todd
Game starts at 10:30 am.

   
  Teen Friendly? Yes

Game Description: Other; N/A

Diceless by Design is Edwin Voskamp and Eric Todd. We have worked with Erick Wujcik to acquire his rights to the Amber Diceless Roleplaying Game and will be further developing and publishing an updated version of the Amber DRPG.

Please join us for a discussion on the why, what, how and when and what more of Amber DRPG 2.0.

Setting:

Character Instructions:

Player Information: Minimum: 2 Maximum: 20+

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

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Aurellis
 

GameMaster: Tim Hart

   
  Teen Friendly? No

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

This game will be different from the ones I will be running in slots 6 and 7 - players are welcome to sign up for one, some or all of them.

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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Balance
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

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

Chaos reigns. Dworkin scribes. Balance attained. A Prince (or Princess) grasps for more, balance is lost. The family unites (mostly) and balance is restored. Or was it? Now there are two Patterns and one Logrus. What's a multiverse to do?

Setting: The game is set after Patternfall and Random's coronation. Amber is prosperous. Life is quiet, almost too quiet...

Here is the disposition of the elders:
Corwin - exploring his new Pattern
Random - King
Benedict - in Shadow
Gerard - in Amber, or her surrounding seas
Caine - in Amber
Bleys - in exile
Fiona - in exile
Julien - in Arden
Eric - dead
Brand - dead
Llewella - in Rebma
Dierdre - dead

Character Instructions: Characters should be created prior to Con based on 125 points. No advanced powers. Players who submit characters to me on or prior to 25 October (1 week before the Con) receive 25 bonus points for character generation.

Character versus character antagonism is possible in this scenario.

Good/ Bad Stuff max: 10 points.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Stephen Acton, sacton99 [at] gmail [dot] com

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Betrayal at Castle Amber
 

GameMaster: Amy Edwards
Game starts at 10:00 am

   
  Teen Friendly? Yes

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

Returning to Castle Amber after the fiasco of Merlin's coronation in Chaos, you arrive to find that things are not as they once were. The place is all but deserted, and strange sights, mysterious phenomenon, and odd political events follow you as you explore the empty palace seeking answers, power, or entertainment.

This game is based on the board game Betrayal at House on the Hill, will use board game pieces, miniatures, and (believe it or not) some dice. On the other hand, it is a roleplaying game, and will both allow and require you to play your character. Make and break alliances, solve puzzles, whatever your little heart desires. When we do reach the final "haunt" there will be a myriad of possible outcomes so that not only will your skills and brains be challenged, but it may be possible to play again if we have the time.

Setting: A little after the end of the Merlin chronicles, in Amber Castle (but not the Amber castle of the Visual Guide - this will be a castle which is created on the spot, and may be extremely non-Euclidean).

Character Instructions: Characters will be pre-generated and can be chosen at game start.

Player Information: Minimum: 3 Maximum: 6

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

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Friday Morning Board & Card Games
 

GameMaster: Pôl Jackson
Game starts at 10:00 am.

   
  Teen Friendly? Yes

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

Board games and card games. Bring your own, or select from one of mine.

Setting: If you're going to be there after 10 am, let me know in advance, please. We can also start before 10, if you like. Just let me know so that I can be there!

Character Instructions: I don't think that we have time for any long games, such as Arkham Horror. If you're interested in bringing and playing a long game, then e-mail me so that I can poll the other players.

Player Information: Minimum: 2 Maximum: 20+

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

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In Shadows and Prisms
 

GameMaster: Jen Edwards

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

In time recorded, the Dream Vortex has appeared intermittently, for reasons unknown. Till this time, however, nothing like the Vortex has been known. Now, however, there is something that binds and twists all the Great Domains together, overlapping and connecting them in bizarre and deadly ways. A dreamer can step into the Threshold of Desire or into Hell itself. A person lost in Despair's misty mirrors suddenly finds herself in the incomprehensible arcade of Delirium, or the garden of Destiny. Threads of strange incongruity even seem to span, beginning to stretch their fingers toward the Silver City itself.

Something must be done.

Either through great effort or great luck, the Endless and certain other Domitors of the great realms have discovered certain clues, hints to what is happening and how it may be stopped. Though there was an attempt at a council to share these concepts, it ended in disaster when certain clues seemed to point to others present. Eventually, many of these powers chose their most puissant representatives to investigate. Each was given a piece of the mystery and a goal: find what is happening, fix it, destroy it, or salvage it.

Setting: The Universe of the Sandman, by Neil Gaiman.

*Note: I have listed this game as teen-friendly, but it is only insofar as the Sandman series itself is teen friendly. It is likely to contain language, sexuality and violence as well as nightmarish situations.

Character Instructions: Each player character is the envoy of a 'power' from the Sandmanverse. These 'powers' can include any of the Endless (though Destruction is unlikely), Lucifer, Remiel and Duma, Auberon or Titania, or even the Silver City itself. Though it is possible that the spheres of Order and Chaos would send envoys, this would be limiting for a player character, so I'd rather avoid them.

PCs CAN involve actual characters from the books, if desired. For example, Faerie might send someone as resilient as the Puck if they believed he was controllable. Similarly, Dream's greatest hunter and weapon is the Corinthian, and it would make a good deal of sense if he was sent. On the other hand, if you want to make a brand new dream or nightmare, or Faerie envoy, be my guest.

Characters will be built on a slightly altered Amber Character Sheet, using 200-250 points. Since only one envoy is sent by each 'power', players must first query with their preferred 'master.' Next, send me a description of your character's function, personality and appearance. Make it as detailed and interesting as possible - bonus points will be given, because 'souvenirs' for this game will include portraits of each character.

*Note: I won't say for sure we'll start late, but if you need to finish your breakfast or sleep in another ten minutes, don't worry about it.

Player Information: Minimum: 4 Maximum: 9

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

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Johann's Panzer
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Non-Amber

The war is nearly over. A panzer crew makes a last ditch effort to cross from the Eastern Front to the Western front to surrender to the Americans rather than the Russians, and thus avoid spending the rest of their lives in a gulag.

This is an exploration of the mental, emotional and physical fatigue of war. And the gut-wrenching choices one is forced to make in the face of a hopeless situation.

WARNING: While this is a teen friendly game due to no overtly sexual themes, it is going to be a grim exploration of what war does to the soul. There will be violence and mentions of atrocities. If you consider this subject too disturbing please give this game a miss.

Setting: End of WWII Germany.

Character Instructions: Characters pre-made.

Player Information: Minimum: 5 Maximum: 5

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

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Legends
 

GameMaster: Kat Lemmer, Jessica Bention

   
  Teen Friendly? No

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

What if you could have everything you wanted? What if you could live the life you imagined but never found in Shadow? What if.....

You've plotted and you've toiled for your own sake and for Amber's. But what if there was more...what if there was...something else? Somewhere....else?

Setting: Post Corwin & Merlin series.
Merlin is Emperor of Chaos
Randon is King of Amber
Oberon, Finndo, Osric, Eric, Brand, Caine, & Deirdre are dead.

Character Instructions: 275 points
Traditional 4 stat system
No exalted powers.

Canon Amberites available for play as are their peers in Blackmoor.

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Please contact Kat Lemmer at Mordaleah [at] gmail [dot] com

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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 -- Non-Amber

Description: 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, and any other threats to the Kingdom which might arise.

Returning characters from any iteration of the Sable Game are welcome.

The game website is available at: http://www.fugue.org/Sable/.

Players are requested to contact the GM in advance to deal with character creation.

Players must have e-mail access.

Setting: Sable is a Pattern based world, but is not a traditional Amber setting

Character Instructions: Mechanics/Restrictions: 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: 4 Maximum: 8

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

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Save a Universe
 

GameMaster: Jim Holthaus

   
  Teen Friendly? No

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

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

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

Setting: Amber. Post-Patternfall

Character Instructions: We'll develop characters on the spot at the beginning of the slot. There will be a few limits on parentage that I provide at the start, and then the group will decide on the limits on characters.

Player Information: Minimum: 3 Maximum: 8

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

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Through the Door With a Gun
 

GameMaster: Madeline Ferwerda

   
  Teen Friendly? Yes

Game Description: Mystery

Deiga. Hot, dirty, and beautiful. Like the bay that feeds her, bright and sparkling on the surface, murky and deadly beneath. In the hills, the rich dance by the light of burning carbon electrodes. In the slums, floods of demon refugees from the Black Road War grind their lives away in the factories, flickering out like poorly-maintained gas lamps. And when one of the highest of the high, a Prince of Amber, dies by a weapon only known from the wars, Deiga might explode.

Once-idealistic veterans of the Dark War. Emmisaries of foreign powers. Private dicks. Bent cops. Those who just want a crack at a better life. You all have a stake in the answer.

Setting: This will be a fast-paced Noir game, set in a Deiga where the evolution of electricity is just beginning, and taking a different path. Arc pistols lash out at close range to electrocute; but crossbows, swords, and saps never go out of style. Cars run on asbestos-wrapped batteries, streetcars run on sparking overhead wires, iceboxes run on kerosene. Socially, you will find it very like LA of the 40s-50s, with a bit of London of the 1880s-90s. This is in the midst of the Merlin series, at the moment Caine is murdered.

Character Instructions: Pregenerated hardboiled competent characters, handed out at the slot, first come, first served.

"Down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid. The detective must be a complete man and a common man and yet an unusual man. He must be, to use a rather weathered phrase, a man of honor. He talks as the man of his age talks, that is, with rude wit, a lively sense of the grotesque, a disgust for sham, and a contempt for pettiness." -- Raymond Chandler

Player Information: Minimum: 3 Maximum: 5

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

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Friday, November 2, 2007 - 2pm to 6:30pm

The Cost of a Favor
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

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

Everyone needs help from time to time. It is inevitable. Unfortunatly for you, the only one who could or would help in your time of need was Fiona. You knew someday she would call in the marker. As time passed, you hoped she had moved on. That somehow she forgot or perhaps even forgave you your debt. No such luck, the call has come, the time to pay is NOW!

This game is written by John Czarnota. John originally ran it at AmberCon US 2005.

Setting: The game is set in the standard Amber multiverse after Patternfall. Players may well have to work together to survive, but trust is always a temporary phenomenon. Players can expect Machiavellian machinations whether or not their characters instigate them.

Character interactions are the heart of this scenario; Rich, well-developed characters are essential (preferably ones developed in other campaigns/scenarios) and much time will be devoted to developing inter-character histories, both before and at the con.

Character Instructions: No exalted powers.
"Stuff" limit 10 pts.
Game tone is serious - no "fluffy" characters.
Character vs. character antagonism is expected in the course of the game - though to what extent is largely variable. Players with emotional maturity to handle character vs. character situations only.

Players from the original ACUS game and its sequels are discouraged from selecting this game.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Stephen Acton sacton99 [at] gmail [dot] com

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Crime and Punishment in the Dreaming City
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Welcome to Murias, ancient home of the Tuatha de Danaan. Murias, located somewhere in the realm of Faerie, is a place where magic lives side by side with technology. The walls of Murias keep the residents safe from most outside threats, but sometimes the nightmares find a way in to the dreaming city. When this happens, the job of keeping the city safe falls to the Demon Hunters, men and women with extraordinary abilities who spend each night staring into the abyss.

Setting: Modern Day, Faerie

Character Instructions: Characters are built on a 120 pts using an original system. Returning players may continue with characters they played in previous Dreaming City games with additional points.

Player Information: Minimum: 4 Maximum: 6

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

   
  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.

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 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 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: Jason Ray - arthanyel [at] hotmail [dot] com

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Mercenary Maladies
 

GameMaster: Andy Ransom

   
  Teen Friendly? Yes

Game Description: Adventure/Heroic

"He was a mercenary, a Robin Hood figure out of Eregnor, and a sworn enemy of Amber." -- Merlin about Dalt in Prince of Chaos.

As a member of Dalt's elite mercenary unit (the most successful mercenaries in living memory) life can be pretty good. Then again it can also be pretty dangerous especially when Dalt assigns you one of his "special" projects.

Setting: Sometime early in Random's reign, so around the time of the second chronicles.

Most of Dalt's operations take place on the fringes of the Golden circle, or more covertly inside the Golden Circle or in Amber itself.

Character Instructions: Shadowfolk who are highly trained mercenaries. That doesn't just mean "muscle", you might be an engineer or a scout or a "security" mage, but ultimately you are all loyal and trusted members of an elite military unit.

Rules for character generation to be provided before the Con.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Andy Ransom acnw07 [at] 6x7 [dot] org

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Mid-World Falling
 

GameMaster: Casey De Groof

   
  Teen Friendly? No

Game Description: Dark / Grim -- Alternate Amber

The Last King of Gilead has passed. On his dying breath was a secret that consumed his son in obsession. The King's mother, Queen Dierdre the Mad, left the world with a cryptic legend:

"The glass is part of the pattern - it is a balance to the Dark Tower and the price is always blood."

You are the Last Gunslingers. The Baronies of Mid-World are falling and you have been charged to save the world from the self-proclaimed ruler, John Brandson "The Good Man".

The Last King charged you to find the Ageless Stranger and the Wizard's Glass. Time is slipping and, town by town, the world moves on. John Brandson has brought a strange death to Mid-World and it is unknown if you can stop it.

Setting: A series of Shadows which combine to make Mid-World.
The setting is based on the Dark Tower Novels.
The majority of the this story takes place in shadow.

Two generations have past since the end of the Patternfall War.
The players will not know much of Amber other than old legends from the traveling folk.

Character Instructions: Characters are pre-generated with some room for modifications. The GM will contact you to find out your character preference.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Contact Casey De Groof via email ctdegroof [at] yahoo [dot] com

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Neither Rewards nor Punishments
 

GameMaster: Irene Schwarting, Sean McGuinness, Louisa McGuinness, Edwin Voskamp

   
  Teen Friendly? No

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

Choices have consequences.

You have all made choices. You made decisions, about things that were important to you. So important that you risked everything, risked the universe itself, paid any price, to enforce your will upon the universe.

And you did. Your choices, your actions, had consequences, consequences most catastrophic. The price of getting your way was the destruction of your world, the loss of everything you ever hoped, cared, prayed for. All gone. Nothing left but regrets and recriminations.

But you have a second chance. Another opportunity, now, to influence how things turned out. This is your last chance. This is all your last chances. Your last chance to fix it, to do it better. Can you set things right now? Can you persuade the others to help you set things right?

Setting: After the end of all the worlds.

Characters find themselves together in null space, after the destruction of their universes, with the opportunity to change how things turned out.

Character Instructions: Players are any character, canon or non-canon, from Amber or Chaos. Variations from strict canon backgrounds are encouraged. Further character creation details will be emailed to the players. Players must coordinate character creation with the GM before the con.

Player Information: Minimum: 8 Maximum: 14

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

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Night of the Edwardian Dead
 

GameMaster: Amber Cook

   
  Teen Friendly? Yes

Game Description: A horror/comedy adventure drama.

Somewhere deep in the emerald glades and fertile valleys of rural England, and some time in the idealized pre-industrial days of King George the III and the Regency Period, an event of great import is about to take place…

A ball.

A small country ball at a charming country estate - Romero Park, where the young shall dance and attempt to attach worthy members of the opposite sex, whilest the elders observe, matchmake and converse the evening hours away.

Where a small cadre of servants attend to the every need of the fine ladies and gentleman with bowed heads and averted eyes, but some of whom harbor a secret desire to trade places with them.

Where something out of a nightmare creeps and lumbers through the darkness, utterly single-minded in their determined search for the one thing that matters most to them…

You know what I’m talking about.

You’ve seen the movies.

Only this time it’s guys wearing kravats and gals in ball gowns who will be menaced by the shambling, groaning creatures of popular fiction.

If you get a kick out of period pieces, and a thrill out of zombie flicks, then this just might be the game for you!

(To clarify the flavor of this game even further, it will appeal more to those who enjoy the idea of being terrorized by and defending oneself from the living dead in the hopes of survival - say in the spirit of the original, 1968 Night of the Living Dead, and the more recent gem, Shaun of the Dead, then other, more modern and computer game-like, hack and slash iterations of the genre.)

Setting: A fictionalized, romanticized imaginary country estate in - –shire, England, around the turn of the century (the eighteenth century, that is), pulling from Austen and the Brontes, etc. and the many film versions of their books.

* As to the title: ‘Georgian Dead’ doesn’t sound right, and ‘Regency Dead’ just sounds bad, so I used ‘Edwardian’ to evoke the geographical-historical, contrary-to-expectation aspect of the setting, though it is historically inacurate and off by almost a century. If anyone has a better title that fits, please share…

Far from London or other cities or locations of consequence, Romero Park is the estate of a respectable gentleman and his family, to which you either belong, or have been invited to, or which employs and houses you.

Character Instructions: I will create some pregenerated characters for you to choose from and then personalize, or you can submit an idea to me for your very own character which we’ll tailor to the game.

Characters will be a mix of ‘upstairs, downstairs’ so to speak – servants, guests and family members, each with some connections to other characters (secrets, goals, romantic feelings, or the like) so that your goal will not only be to survive the night, but to make that unattainable match or whatever other burning desire they have. (These elements are there to increase the fun, you won’t be saddled with something you wouldn’t enjoy trying to play out.)

I’d love to see people bring some item or prop to use during the game to bring out the flavor of the setting – a piece of clothing or accessory, something that says we’re in a period piece. Costumes welcome. (While there’s no expectation here, feel free to let loose your inner period piece geek in this game.)

Player Information: Minimum: 5 Maximum: 7

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

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Nine Pardners in Amber
 

GameMaster: Chris Lightfoot, Nick Lightfoot

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

Cable Guide:
ACNW TV CHANNEL 3 / Friday, Nov. 2, 2007 / 2PM
"Nine Pardners in Amber" (NR, 2007) ***1/2

The town of Amber Flats faces a heap o' trouble in this quirky animé that blends classic western melodrama with steam-punk cool and high fantasy concepts from Roger Zelazny's "Amber" novels.

Bad blood between Mayor Eric Eriksson and the outlaw Corey Rose pits Eric's townsfolk (including Sheriff Jules, Doc Gerard and Madame Flora Belle) against Corey's dangerous Rustler Gang (Kid Random and Didi of the Double D Ranch). Upping the ante are wild cards like the Fiero Triplets, Marshall Ben, and a bounty hunter known as Crosshair Cain.

Stampeding through this sprawling conflict are a herd of intrigues: What sank the riverboat Rebma? Did the mad hunchback – sole survivor of the ghost town Tir – cause the deadly explosion at the Kolvir Mountain Mines? Is wealthy railroad baron Obadiah Odin somebody's father? And just who did Ganelon, Governor of the Golden Territories, really marry?

Whether it's roping or riding, romance or revenge, this manga-fed horse opera delivers as reliably as the noon stage from Kashfa City.

(Adventure/Animated, 240 min.)

Setting: The Old West town of Amber Flats, and the surrounding locales of the Golden Territories.

Character Instructions: Pre-generated characters with customization. Rules are Amber Diceless, with a few extras to evoke the flavor of the "Old West Animé" genre.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: GM will send out a welcome e-mail describing character options. Further information will be available at www.lightfootonline.com/Chris/Amber/Pardners.htm

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NINF - Breaking and Exitting
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

Game Description: Mystery -- Alternate Amber

One hundred and fifty 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. Llewella has summoned you to her office. She has a special assignment for you.

Setting: Set in the Neither Interested Nor Fit universe. Fiona is Queen of Chaos, Flora reigns in Amber, and Llewella and her Speakers of the Law keep the peace in between.

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: 3 Maximum: 6

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

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The Sable Game
 

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

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

Description: 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, and any other threats to the Kingdom which might arise.

Returning characters from any iteration of the Sable Game are welcome.

The game website is available at: http://www.fugue.org/Sable/.

Players are requested to contact the GM in advance to deal with character creation.

Players must have e-mail access.

Setting: Sable is a Pattern based world, but is not a traditional Amber setting

Character Instructions: Mechanics/Restrictions: 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: 4 Maximum: 8

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

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These Kids and Their Jungle Dances
 

GameMaster: Mickey Schulz

   
  Teen Friendly? Yes

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

Pick an elder Amberite, and you guys have to go to Shadow where Dworkin's hidden his daughter, of whom none of you knew anything. He's fine with her where she's at, but there are intimations that just by being she could be having far reaching effects on Shadow. You have to convince her to come home and walk the Pattern, or do you? Something MUST be done, however.

If people would like to play one of her rowdy friends instead, I can be coaxed.

Setting: An alternate Earth Shadow where things are a little louder, a littler harder and little weirder.

Character Instructions: Try to stick to one of the original brothers and sisters, or any children in the actual Amber books. Ask if you're not sure.

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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To Trip the Light Fantastic
 

GameMaster: Ben Bernard

   
  Teen Friendly? Yes

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

When Fashukay mega corporation needs its trouble shot, they call you. You are an elite group of guns for hire working under their auspices. You and your team are just returning from a big job at the L-5 space station, and are well into figuring out how you'll spend your money, but will the hand off go as smoothly as the mission did?

A game for people who like the cyberpunk setting but wish some of the traditional systems offered a whole lot more cyberware.

This is a fast paced, hard hitting vision of the future of the 1980s. Plenty of guns, violence, betrayal, and awesome characters.

Setting: A non-Amber game set in a cyberpunk future.

Character Instructions: Characters will be generated "Just In Time" during the game. We will be using the Persona system. There is no need to know the rules, and the system is almost simpler than Amber. If you're the kind of person that likes to read rulebooks, its available for free online:

http://tckroleplaying.com/persona/

You will need at least one awesome piece of cyberware as a kernel for your character.

Please email me if you have any questions (amberconnw [at] benjaminbernard [dot] com)

Player Information: Minimum: 4 Maximum: 8

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

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Friday, November 2, 2007 - 8pm to midnight

Aliens: "In Time of War"
 

GameMaster: Bernie Hsiung

   
  Teen Friendly? No

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

Rioters have taken over research colony AR731 Fidanza. A strike team from colony sponsor Weyland-Yutani and a detachment of Colonial Marines are converging on the volatile situation.

Setting: 2182 CE, on a settlement established far from Earth

Character Instructions: Pregenerated character outlines provided.

Player Information: Minimum: 4 Maximum: 8

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

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Chaos Delenda Est
 

GameMaster: Ahmad Abdel-Hameed

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Every day in the Amber Senate, Prince Gerard ends his speech with the short and brutal statement, "Chaos must be destroyed!"

Bring a Chaos Lord character that you love playing, and the reason why you just walked the Logrus.

Setting: Amber and Chaos in the far future.

Character Instructions:

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Ahmad (206) 328-5167 aabdelhameed [at] hotmail [dot] com

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Freezer Burn!
 

GameMaster: John Nienart

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

In the middle of the 21st-century, many ordinary folks were put them into cryogenic sleep to relieve massive population overcrowding. 500 years later, the cost of maintaining the millions of cryo-chambers still in operation has grown too expensive, so groups of these ancients are being revived. These new citizens of the 26th century know nothing but ancient history, have no useful skills, and can't even get along in basic social situations! Obviously, the only thing to do with them is to brain-imprint them with basic long-haul space freighter operations skills, and send them away to work off the cost of their revival.

This is the tale of one such group, far out in space, with no company besides each other, and who knows what in the ship's holds! A strange way for their lives to turn out, but at least its peaceful, even a little boring. Until the ship's alarms starts to sound.....

This is theoretically a sequel to the events of last year's game "Fun! with dice". But it might be more accurate to say that was the pilot, and this is the first episode. Connections are likely to be tenuous at best.

Setting: Somewhere out in space, at least for the first 5 minutes.

Character Instructions: There are no player characters per se. We will play the 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. There are a couple twists to make this work a bit smoother.

Everything about the scenario will be determined by the players at the start of the slot.

Player Information: Minimum: 4 Maximum: 7

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

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Hamlet
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Dark / Grim -- Non-Amber

A larp adaptation by J Li of Shakespeare's Hamlet, set in a twist of the plot the day after Hamlet accidentally kills Polonius. Hamlet is about to be sent away to England in a few hours, and will not have another chance to kill Claudius perhaps for years. The majority of the court, Ophelia included, have been told that Polonius accidentally fell down the stairs. At the queen's insistence a small gathering is held to send Hamlet off. In the middle of it all, Laertes returns unexpectedly, demanding to see his father.

Setting: It is set in the world of Shakespeare Hamlet, exactly as written save for the sudden arrival of Laertes.

Character Instructions: There is a predefined list of characters: Hamlet, Claudius, Gertrude, Ophelia, Laertes, Rosencrantz, Horatio, and optionally Marcellus the guard or Guildenstern.

Player Information: Minimum: 4 Maximum: 9

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

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Monster Mayhem III
 

GameMaster: Lee Bynum
Game may run late into the evening.

   
  Teen Friendly? No

Game Description: Humor / Spoof

Part Little Fears; part Scooby Doo, this is the third installment of my lighthearted horror games. The setting will be horror based, but Hollywood horror. Thus, nothing an Amberite can't handle. At the moment, I have no idea what cliche I will be stealing this year, but I will deal with that latter.

Will you beat up Dracula, demask Jason or discover if Wolfman has nards? Show up and see what bad horror movie has inspired the game this year!

Setting: Post Patternfall Amber. Although the details really don't matter much.

Character Instructions: All characters will be built with 150 points and will be of Merlin's generation. Characters received before the con will get a bonus 10 points and may be written into the story.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Lee Bynum, kainesh [at] yahoo [dot] com

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Random's Regular Game
 

GameMaster: Todd
Game may run late into the evening.

   
  Teen Friendly? No

Game Description: Humor / Spoof -- Traditional Amber

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

We will be playing poker--specifically "Texorami Hold 'Em."
This is the poker game currently seen on most of the TV Poker Shows (commonly called "Texas Hold 'Em.")

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

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

Setting: Random is King.

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

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

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

Character Instructions: The 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.

Note: Returning Players get first choice at playing their previous characters again.

Player Information: Minimum: 4 Maximum: 10

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

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Separate Peoples
 

GameMaster: Michael Sullivan

   
  Teen Friendly? No

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

Two months have passed since Oberon repaired the Pattern. Shadow remains inaccessible, a swirling storm of ever-changing chaos. The residual Chaosite forces have surrendered, and Amber must now reconstruct itself, cut off from its traditional assets, while trying to absorb 90,000 demonic prisoners of war. The war is over, but the troubles of the True Earth have just begun.

This game is a sequel to last year's "A Separate War." New and returning players are welcome -- the backstory is not complex and everyone can hit the ground running.

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 the game in any way. PC's will all have power-bases which allow them to assert independence if they wish -- nobody is destined to be a flunky.

Game features: The game will have opportunity for inter-PC conflict (perhaps, but not necessarily, escalating to out and out fighting). The game is partially about the burdens of command and the demands that your nominal allies put on you.

Setting: Immediately post Corwin-Chronicles, in Amber itself. Shadow and especially Chaos are cut off and their status is uncertain. The Merlin Chronciles are not canon for this game.

Character Instructions: Pregenerated characters, most of them exceptional Chaosites from the remenant army, will be provided.

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: No contact necessary, but sullivanmb [at] gmail [dot] com if you have any questions.

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ShadowWorld
 

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

   
  Teen Friendly? No

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

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.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

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: 3 Maximum: 8

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

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Sign of the Heffalumps [Part 8 of the Winnie-ther-Pooh/Amber games]
 

GameMaster: Jeremy "Silly Old Bear" Zimmerman

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Alternate Amber

I felt vaguely uneasy, though I couldn't say why. It did not seem all that unusual to be drinking tea with a magpie, an obsessed English mailman, a imperious bee, and my old friend Tigger, who was singing songs while a peculiar landscape shifted from mural to reality at his back. Well, I was impressed by the little version of a Great Old One playing with a plush version of himself because I know how hard those licensing deals can be. Still, that wasn't it. It was a convivial scene, and Tigger was known to keep pretty strange company on occasion. So why should I feel uneasy?

The tea was good and there was even free hunny. The yo-yos tormenting the red-haired man had been so shiny they'd hurt to look at. Gone now, but the whole thing had been beautiful. Everything was beautiful. When Tigger sang of Roo's medicine it had been so sparkling and lovely that I'd wanted to dive in and lose myself there. Sad, too.

Something to do with the feeling... Yes. Funny thought. When Pooh sang a song about Roo's medicine, I felt hungry. When it was about bouncing days I felt bouncy. There seemed to an unusual amount of empathy in the air. No matter, I guess. The light show was superb...

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. Those who bring tea-related items may also get 10 points for contributions.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: You can contact me at bolthy [at] bolthy [dot] com. But I'll probably contact you first.

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Stone Walls Do Not A Prison Make...
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

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

Mine 17-alpha is cursed. Ten days ago, the crew found remnants of some ancient civilization in a collapsed chamber. Since then three of the four crewmembers died inexplicably. You work for the mining company as a "special agent." Your team has been assigned to investigate.

Setting: This game is set in the Shadow Merillon, a high-magic realm that trades with the Kingdom of Amber. Amber is known as a far-off place of power and wealth that trades in all manner of things.

Character Instructions: Characters are pregenerated.

I ran this game at ACUS06, players who played in that scenario should not sign up for this game.

Player Information: Minimum: 3 Maximum: 6

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

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Sunshine and Light
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

Peace, tolerance, fraternal love...these are the cornerstones of Amber's rule throughout Shadow.

You know this, because your elders have told you so.

Now, as the newest generation of Amberites to assume the mantle of power, it is your turn to enforce...er, to safeguard, this golden heritage throughout reality and preserve the static ideal which is your legacy.

Setting: Alternative history Post Patternfall.

Character Instructions:

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

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Travelling the Black Road: Late Harvest
 

GameMaster: Simone Cooper

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Alternate Amber

You knew nothing of the Black Road. Amber and Chaos were just words to you, and war was a purely human evil that waxed and waned with the tides of history.

That was before the barriers finally eroded away, and the darkness that waited outside Earth's understanding boiled through. In the first waves of insanity and violence, memory of human war was wiped away. More than half of the world's population was destroyed before any resistance could be organized. A few pockets remain untouched... a reminder that there's still something worth saving.

You are among the few extraordinary men and women who might make a difference.

It's 2007. Welcome to Hell.

Setting: Earth-based characters in or travelling to San Francisco in 2007.

Character Instructions: 20th Century Earth-based characters or Chaosian travellers to be created with a total of 50 points, up to 5 points of which can be in skills. More specific skills beat more general skills, but have fewer applications. For example: the character with 3 points "I am a top sprinter" is better at running fast than 3 points "I am a top athlete." Skill plus stat, properly applied, beats an equal amount of pure stat.

No powers except basic shape-shifting; no artifacts. Maximum 5 points Stuff either way.

Players must have e-mail access. Characters must be developed in advance.

Player Information: Minimum: 3 Maximum: 6

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

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Saturday, November 3, 2007 - 9am to 4:30pm

The 4400: Fight the Future
 

GameMaster:Amber Cook
Game starts at 9:30 am.

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

(This game is open and welcome to new players as space permits.)

You were abducted, and then suddenly returned in mass on August 14th , 2004. A brilliant sphere of light deposited you on the shores of Highland Beach and then simply vanished, leaving you surrounded by four thousand and forty three fellow abductees and abandoning you to be herded into a quarantine facility outside of Seattle, WA and detained there for months by the government.

You remember nothing of the time you were gone, but now know that something happened to you or was done to you – you returned with an ability.

Some people believe there is a reason why you were ‘given’ this ability, some say you are here to save the future of humanity. Many more are either afraid of you or envious of your new power. The whole situation has been greatly inflamed by NTAC’s covert attempt to supress the abilities of the 4400, especially as the death of some 4400s resulted in the process.

Having escaped the affect of those injections by the unconscious use of an ability by one of your fellow care group members, your abilites emerged first, and have begun to grow beyond what you read or hear about in any of the others. Was this outcome planned ahead of time or is it coincidence? You discovered and stopped one of your own - a serial killer bent on destroying the 4400. But was she placed there to do just that – murder certain individuals among the 4400 in the name of the long-term ripple effect? If not, why did they return her at all? Were you manipulated into place to put a check on her when she’d played out her role to a certain point?

Such questions and the escalating tensions behind them are paramount right now to both the 4400 and to the entire world.

Welcome back.

Setting: Two years after the 4400 returned.

Your fellow abductees have been released from quarantine and are ‘disease free’ now that the inhibitor plot has been exposed.

There is ongoing coverage of the trials as people watch to see how the US legal system is going to deal with the heads of the government offices responsible for systematic injections of undisclosed shots – and the polarization of who is right and who was wrong grows by the day.

After the shooting of Jordan Collier, Shaun Ferrell, the man with healing hands, is now head of the 4400 Center and taking it in a new direction, while the head of NTAC, Dennis Ryland, has been replaced and is on trial.

Character Instructions: We will continue to build on the great characters you brought to the game last year in this game – both in their personal lives, the effects of being a 4400, and their newfound but quickly growing abilities.

The only thing I’d ask you to think about between now and the con is how the events of the game finale and the NTAC promyacin inhibitor disaster has affected your character and where they want to go from here.

For new players, I’ll get you info on character creation by email and we’ll set you up a 4400 returnee before the con. Then we can work out what that character was up to during the first two years at the beginning of the game session in conjunction with the other players. New characters will have been part of the original care group in quarantine, but will have had reasons for not staying in the area once released, and reasons to become involved now.

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: changeling [at] hevanet [dot] com New players contact me for character creation info. Returning players please check in before the con.

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Ashes and Sparks
 

GameMaster: Simone Cooper, Katherine Nyborg

   
  Teen Friendly? No

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

Two hundred years after Benedict alone walked out of the ruins of Amber, the loosed powers that devoured Chaos and Amber alike still seek the final end of Oberon's bloodline. Scattered outposts linked by tenuous threads of Shadow allow some to survive, if you can call it that. Without the webs of magic and technology that move shattered limbs and replace poisoned lungs, there would be no life at all.

The rumor is that Benedict is tired. The rumor is he seeks some compromise at last, or even the final rest granted long ago to his enemies, his family. Why else would he leave Avalon, home and refuge, undefended?

Soldiers, though, say their general is not a man to go quiet to his grave. Restless, they wait, they hope, for orders.

Setting: A game of desperate hopes, negotiations, and fights across blighted shadow, centuries after Patternfall.

Character Instructions: Jacked in, jacked up, chrome-plated characters of Amber's blood and Tir's metal dreams; fighters, scouts, pilots and technomancers longing for and dreading an end to endless war; rogue Chaosians hoping to restore their lost homeland; children of Avalon, innocent of war...

...to be developed before the convention based on 100 points (no Pattern). You can add up to 50 points in "enhancement stats" or Chaosian abilities. Please do not sign up for this game if you will not be able to work on your character well in advance of the convention.

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Contact simonepdx (at) gmail.com

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Brave New Gotham
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

An Elseworlds Adventure. Gotham City has often been called a hell on Earth. Thanks to the hellmouth, it has the potential to be just that. The vamps and demons of the city are the boldest of any major city and the newspapers are filled with gruesome stories of horrific monsters that stalk the streets and alleys of Gotham. Led by apocalyptic prophecies, a small army of Slayers have arrived in Gotham to fight the newest "big bad," the vampire the Gotham Gazette has named "The Batman."

Setting: Gotham City, 2007. The universe is a blend of Buffy the Vampire Slayer Season Eight and superhero comics.

Character Instructions: Players can play almost any character from Buffy, Angel, DC or Marvel Comics. Characters powers and histories may be tweaked to fit in to the setting.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please send character preferences to Nuadha_Silverhand [at] yahoo [dot] com.

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The Chamber Opens
 

GameMaster: Ogre Whiteside

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

Famous historical figures meet, greet, and...? Well, there'll probably be a certain amount of violence *Crack*Blammo*Kapow*Kersplat*

Setting: I'm not telling.

Character Instructions: Pick a historical figure. Make sure that you know a good deal about them, and also make sure it's a character that you feel you can really get into. If they're a certain amount of violent, this is certainly a plus, but not absolutely mandatory.

Use three short phrases to describe your character's best atrributes, and three short phrases to describe your character's worst attributes. I'll be impressed by clever turns of phrase and may hand out candy.

An example (not from history so I don't step on your ideas)
Jonah Hex
one tough sonuvabitch
gunfighter of the highest calibre
can't keep a bad man down
stubborn as a mule
coarse as sandpaper
volcanic temperment

Anyway, you get the idea.

Player Information: Minimum: 4 Maximum: 6

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

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Chronoguard!
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

In the near future, the scope of law enforcement has broadened as evolving technology allows new types of crime to flourish. SpecOps 12, the Office for Special Temporal Stability (otherwise known as Chronoguard), is charged with the safekeeping of the time flow, defending history as we know it, and capture the ruffians who would tamper with time for their own petty desires.

Join your fellow officers -- past, present, and future -- in defending time from those who would use it for their own purposes. And remember: time waits for no man!

Setting:

Based loosely on Jasper Fforde's Literature Detective universe.

Character Instructions: Brief character-creation rules will be sent to players.

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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Knights Of Baddon
 

GameMaster: Roy Grutchfield + Linda +(Kiara)

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

Description:- Life is cruel and hard in the sums of Amber. You try to protect your neighbourhood against the crime, gangs, injustice and corruption of the city.

The plague has struck again, your neighbourhood needs your help, as no one can afford the silver required for help from the Temple Priest of the Unicorn.

Yesterday you were rescued from a beating from tax collected by a foreign noble called Janos. You fled your separate ways agreeing to meet up at midnight in the ruins in the city dump.

Setting: Setting:- The great city of Amber after the books.

Character Instructions: Character:- You are an Orphan who grew up and survived the streets of Amber. All 4 Stats start at Chaos Level and you have 10 points to spend, i.e.; Str+3, Warfare +2 etc;

Your character start with their old torn clothing, ½ silver coin, ½ a loaf of bread, a old ring (heirloom) and a damaged weapon type Heirloom (GM approve required).

Restriction:- Strength and Warfare are different, Warfare is planning, leadership, tactics etc; Strength is muscle, co-ordination, martial arts and feats of arms etc;

No Pattern, Logrus, Shapeshift.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Roy via e-mial, roygrutchfield [dot] vorpal [at] ndo [dot] co [dot] uk

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Order of the Stick: The Employee of my Enemy . . .
 

GameMaster: Jason Ray and Todd Worrell
Game starts at 10:30 am.

   
  Teen Friendly? Yes

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

After the debacle in Azure City, the OOTS has another attempt to thwart Xykon's master plan. Xykon has learned that in a parallel universe lies the dungeon of Tyldarian, and somewhere in that dungeon is a Demonic Portal Stimulator which, if recovered, will give him control of an entire Hell dimension full of powerful minions. And, as Xykon has put it, "Sacrificing minions – is there ANY problem it CAN'T it solve?" The OOTS must stop Xykon before he gains control of the device and treats them to a Hell of a time.

To make matters more entertaining, the Hell dimension that this device controls is Sabine's home dimension! The remnants of the Linear Guild (Nale, Sabine and Thog) are willing to temporarily bury the hatchet (in someone else) to help the OOTS stop Xykon from getting an additional source of DPS. The Employee of my Enemy is – my Ally?

If you're interested in humorous and nostalgic dungeon crawl where you can invent some of your own rules (the funnier they are, the better they work) and see the OOTS in action, then we'll see you at Ambercon. Extra points and additional abilities can be gained by the quickest wit, the best misuse of a rule taken out of context, and – well – you get the idea.

Setting: In the Order of the Stick universe at some point in the near future.

Character Instructions: Players should rank (in order) their top three choices of OOTS and Linear Guild members they would like to play and submit them to the GM before the con. Initiative always counts so get your submission in early! Characters, their equipment, and special capabilities will be distributed before the start of the game.

Player Information: Minimum: 6 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: Jason Ray at arthanyel [at] hotmail [dot] com to submit your top three choices of characters to play - characters will be distributed mostly in the order of submissions.

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Pulp Chaos 3: As Time Goes By
 

GameMaster: Jeremy -Bolthy- Zimmerman

   
  Teen Friendly? Yes

Game Description: Mystery

I'd met her during the War. We'd both been assigned under General Lintra as part of a diversionary maneuver against Prince Benedict. Apparently "diversionary maneuver" is military speak for "gratuitous slaughter." Defeat after defeat sent us running back down the Black Road with our tails between our legs and our wounds aflame.

Our love had been doomed to fail from the start. She was a hermaphroditic camelid and I was an octosexual saurian. Even if one of us didn't die on the spear of some filthy human, biology would have driven us apart. But it was Avalon in wartime and we clung to each other as though our lives depended on it. Holding on to one another beneath that banal blue sky, we exchanged tender words and planned for a future that we knew would never come.

After the rout at Avalon, we were reassigned to separate divisions. I had always assumed she had died during the war. Five years passed without a word. But there I was, nursing a pint of absinthe at the Bitter Irony, when she strolled through the waygate on the arm of some pillar of toroids. Her fleece was just as lustrous as I recalled and as our eyes met I felt like I could fall into those mahogany pools.

She whispered to her companion and they left the bar. I absent-mindedly tossed some coins at the bartender and hurried out the waygate they'd used, plunging into a lime-green gelatinstorm, calling her name.

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 third in a series of games, taking place roughly a year after Pulp Chaos 2. Knowledge of the previous games 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. This bonus is larger if you give me an update of what your character has done in the intervening time.

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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Ship of State
 

GameMaster: Jim Holthaus

   
  Teen Friendly? No

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

What happens to an authoritarian society when the authority is missing?

Represent a key decision maker during this trying time in Amber's early history. Juggle priorities, make deals, and betray confidences as you try to do what's best for Amber -- and yourself.

Setting: Early, early Amber. Before Oberon has any known children.

Character Instructions: Players will be representing powerful institutional factions in the struggle for governance of Amber while Oberon is absent.

Player Information: Minimum: 5 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: I will contact the players with details once the list is published.

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Spirit of Amber
 

GameMaster: Randal Trimmer

   
  Teen Friendly? Yes

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

Amber using modified Spirit of the Century rules. Including the five phase character creation system -- pre-Patternfall, during Patternfall, your novel, guest starring in two other PC's novels.

What happens and who some of the opposition are may be shaped by PC Aspects.

Setting: When: approximately a century after Patternfall... which ended differently. The Unicorn didn't bring the Jewel back so Random isn't King and the Regency changes hands from time to time -- peacefully so far.

Where may be heavily influenced by PC Aspects. Frex, if a couple of PCs have Aspects like "Thelbane Bites" then Thelbane there will be. Please consult with the GM before selecting a locale he's never heard of or dislikes excessively.

Character Instructions: Amberite royals, sponsored by Elders surviving the end of NPiA. Maybe one shapeshifter: I do have an untested Amber-specific Shapeshifting hack...

Able to work and play in the court of Amber with relatives.

The SotC system's lifeblood is Fate points and several of your character-defining Aspects should be selected with an eye to getting paid (to getting you into the kinds of trouble you are interested in) as well as defining things you excel at. "Lightning Fast" won't likely get you paid but "Can't Resist a Challenge" will.

Player Information: Minimum: 2 Maximum: 5

Players are requested to contact the GM(s) prior to the convention: Me, at rtrimmer [at] comcast [dot] net

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Supervillainy!
 

GameMaster:Eric Todd
Game starts at 9:30 am.

   
  Teen Friendly? Yes

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

The Patriot, that grand, sentimental fool. Every day he ignores the Shadow, ignores the sound advice that you and your kind should be destroyed or at least should be... suspended. The Patriot claims men are most defined by how they treat their enemies.

So it is that despite the fact that even the Nullo Tubes cannot fully dampen your abilities, you are alive, breathing, talking and receiving group therapy on Watchtower Alpha, located atop Mons Argaeus on the moon.

Setting: Character Instructions: You will be playing Super villains of the first order: earth-shaking in your magnificence!

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Your characters will need to have some set of shared goals, since I'm not interested in running a primarily PvP game. We'll sort out your shared agenda in email before the con.

As far as super powers go, I'll send out a set of available powers and you'll let me know what you're interested in. Otherwise, this will be a diceless and mostly systemless game.

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SW1905
 

GameMaster: Joe Zottola

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

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 the Shadow World diceless system)

Setting: San Francisco CA 1906

Setting: Earth

Character Instructions: None, players should contact GM before Con as to get character ideas fleshed out and playable, so we can get going right away.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: contact me at joe [dot] zottola [at] toro [dot] com

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Warlord's Quadrant: Apogee's Wake
 

GameMaster: Stephanie Itchkawich

   
  Teen Friendly? Yes

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

Seven military months ago, the 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.

Since that time, a major expeditionary force was mounted to recover select members of the Apogee's crew compliment, resulting in the return of 15, including a recognized interstellar living national treasure. The action of the force resulted in the virtual extinction of major Warlord's clan, and an expansion of military conflict into the region.

The situation threatens to expand into established Confederation Space, jeopardizing several key systems. Still, 60% of Apogee's specialized compliment remain missing and presumed living and the Apogee's mission objective, to recover information about the contested systems and develop information regarding the Warlord's technologic base, remains unmet.

Your team has been assembled to do Search and Recovery in the contested system.

Objectives:

Develop information and intelligence related to the Warlord civilization and technologies.

Recover Apogee's personnel.

Setting: This is a diceless variant of the old Space Opera system. If you have access to original materials you may use them in character creation; however, all characters must conform to the modified rules set that will be posted and made available to players prior to sign up. Character generation MUST occur online prior to the con. Players will be permitted to interact in online forums prior to engagement and deployment in the face to face game for team formation and information sharing.

Prior players from ACNW are welcome, game events will occur in sequence after those events.

Players must have e-mail access.

Character Instructions:

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

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Saturday, November 3, 2007 - 7pm to midnight

Aurellis
 

GameMaster: Tim Hart
Game starts at 7:00 pm. Game may run late into the evening.

   
  Teen Friendly? No

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

This game is different from the ones in slots 2 and 7 - players are welcome to sign up for one, some or all of them.

I will start this game at 7pm, not 6pm. Don't rush your dinners folks.

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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Big Trouble in Little Amber
 

GameMaster: John Kim

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

In Jidrash, the capital of Kashfa, there is a neighborhood known to locals as "Little Amber". It is a little piece of the great empire of Amber, where people of Amber congregate within this foreign land. However, mysterious events go on within the bowels of this neighborhood that none of the Kashfans fathom. Solemn oaths are sworn, deals brokers, and wars carried out without any of the local Kashfans understanding.

All of that is about to explode when a local tradesman happens on a mysterious crime, and heroes within Little Amber must rescue the kidnapped victims.

This is a Spirit of the Century game set in Kashfa before the first Amber series, with pulp action and spirit.

Setting: Kashfa, several years before the first series

Character Instructions: Characters will be pregenerated, but suggestions can be emailed to the GM

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Players may contact John Kim jhkim [at] darkshire [dot] net with character suggestions, though there will be pregenerated characters.

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Burn the Land and Boil the Sea
 

GameMaster: Emma Sansone

   
  Teen Friendly? Yes

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

Amber and Chaos create countless universes, known as Shadows, by the interplay of their influence. The Patternfall War had repercussions through them all. In one of them, where humans had left Earth That Was and terraformed the planets and moons of a large, distant system, Patternfall manifested as the Unification War. The strongly-ordered central government imposed its civilization, technology and control over the defeated Independents. The central worlds of the Alliance are comfortable, secure, respectable, refined. The outer worlds, less so. That's where people go when they're not comfortable in the Alliance. This is the story of some of those people.

Setting: In the Firefly/Serenity 'Verse, six or seven years after Unification.

I would strongly urge players to come up with their own characters rather than reproduce the Firefly ones - Firefly is the flavour and the theme, be inspired!

Character Instructions: Characters are human. Amber DRPG rules with modifications: in stats, 10 = Average Human; 25 = Olympic champion/ top-of-field brilliance; 35 = Legendary hero/ genius. 100 points available (possibly more for incredibly dangerous smuggling jobs, but only if successful). No Pattern, no Logrus, no Trump, no Magic, no Shapeshift, none of that weird stuff at all. Just good hard science.

Points can be spent on Contacts, on Possessions, on special expertise. Contact me and we'll come to some mutually beneficial agreement... for the right price.

Player Information: Minimum: 4 Maximum: 6

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

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The Church of the Seven
 

GameMaster: Stephen Acton

   
  Teen Friendly? No

Game Description: Strategy -- Non-Amber

The High Septon is old. It won't be long before a new conclave is held. Would you bear the mantle? Or, are you more comfortable working from the shadows? What if you knew a secret, no, *the* secret? What would you do? The time approaches, how will history remember your name?

Setting: This is an A Game of Thrones RPG scenario. AGOT:RPG is set in the world created by George R. R. Martin in his "A Song of Ice and Fire" books. It is not necessary to have read or be familiar with the stories to play in and enjoy this game. Players can expect Machiavellian machinations whether or not their characters instigate them.

This scenario is set before the events in A Game of Thrones, book one of A Song of Ice and Fire. Maekar Targaryen is king.

Character Instructions: AGOT RPG is written for the D20 and Tri-Stat systems. I will run it diceless. Characters are pre-generated. Players are welcome to contact me before the con to discuss the game, setting, or characters.

Character vs. character antagonism is expected during this game.

Player Information: Minimum: 4 Maximum: 7

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

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Giants in the Playground
 

GameMaster: Lee Short, Melissa Kocher

   
  Teen Friendly? Yes

Game Description: Humor / Spoof

It's Friday night, and the Amber geeks are gathered around a gaming table to play some D&D. Merlin is the dungeonmaster, Mandor plays a brawny barbarian, and Corwin plays a wanton succubus.

Giants In The Playground will be a spoof of D&D tropes and the social foibles of roleplaying. D&D 3.5 rules will be used; some player knowledge will be expected. Knowledge of the online comic Order of the Stick may prove useful.

Setting: Dara's basement, of course.

Character Instructions: The players should email the GM with their first three choices of Amberites (listed below with their D&D characters). The Amberites' player characters will be generated by the GM.

Mandor (Thog, CE half-orc barbarian)
Jurt (Belkar, CE halfling ranger)
Random (Elan, CG half-elf bard)
Dara (Haley, NG half-elf rogue)
Flora (Hilgya, CE dwarven cleric)
Julian (Leaky Windstaff, NE gnome druid)
Benedict (Miko, LG human paladin)
Bleys (Nale, LE human fighter/sorceror/rogue)
Luke (Roy Greenhilt, NG human fighter)
Fiona (Vaarsuvius, N elven wizard)
Martin (Yek-yek, CE kobold rogue)
Corwin (Sabine, CE succubus)

Player Information: Minimum: 4 Maximum: 12

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

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Grindhouse
 

GameMaster: Carla Williams and Jeremy Zimmerman

   
  Teen Friendly? Yes

Game Description: Horror -- Non-Amber

This winter, Carla Williams and Jeremy Zimmerman will be GMing back to back in a double feature that will tear you in two and leave you screaming.

First: Carla Williams' "The House on the Hill"

The house beckons you…
DON'T!
You follow the winding path to the front door...
DON'T!
Your hand reaches for the knob of the door...
DON'T!
You step into the foyer...
DON'T!
You slowly climb the stairs to the attic...
DON'T! DON'T! DON'T!

What awaits you in the house on the hill? You DON'T want to know.

Then: Jeremy Zimmerman's "Dead Center"

No one knows why the dead have risen. All anyone does know is that the dead hunger for human flesh and can only be stopped by taking out their brains. A ragtag band of survivors flees through a carnage filled wasteland, trying to find sanctuary and more bullets.

TWO! you heard us right, TWO! complete no-holds-barred games all for the price of one game slot, only at the Grindhouse!

Setting: "The House on the Hill" is set in small town USA.

"Dead Center" is set in a generic modern city.

Character Instructions: "The House on the Hill" will use the basic system from Unspeakable (a micro-supplement of Inspectres). "Dead Center" will use the basic (and very simple) system from Primetime Adventures.

This is Indy gaming at it's horrific best. Bring your story telling hat, both stories will primarily be player told. You decide what awaits you in the house on the hill and in the zombie carnage.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Basic instructions will be sent out in advance along with the pdf for Unspeakable (it's a free download). We would prefer to have characters collaboratively created before the con so that we can have more time to play in the slot.

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Kingmaker's Shadow
 

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

   
  Teen Friendly? No

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

The 'Final' Game of the Ebon Blade story. This game is a 'continuation' of The last three years 'Ebon Blade' games. What mission could possibly require the best, brightest and most 'undisciplined' soldiers Benedict has trained? What dangers await the jaded, battle hardened, and dissillusioned of the Ebon Blade Corps?

This will be an action game with plenty of room for self reflection.

Setting: Characters are members of an elite military organization run secretly until recently by an embittered Benedict. Characters have never been to "Amber" nor are they truly aware of 'shadow' or many of the canon elements of reality. The home shadow of these character's is close to late nineteenth Century Earth, with magic, wierd science, and similar bits thrown in. Only now the multiverse has been opened... and who knows what may happen.

Character Instructions: Please Contact the GM for character creation information. Returning Players are encouraged to play, as are those who have never been in the setting.

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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Pinky and the Brand
 

GameMaster: Ahmad Abdel-Hameed
Game may run late into the evening.

   
  Teen Friendly? Yes

Game Description: Humor / Spoof

"Gee Brand, what do you want to do tonight?"
"The same thing we do every night; try to take over Amber!"

Brand is a perennial antagonist for Amber games, especially those run at conventions. This game is very simple. It consists of you bringing a reasonable character, and the silliest or most trite scenario that you have played in involving Brand as the Bad Guy. "Remember when Brand tried to take over Amber in his fleet of hot air balloons?" We will be playing each of them in short sessions, with each of us running the scenario we bring.

Setting:

Character Instructions:

Player Information: Minimum: 4 Maximum: 8

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

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Shadowworld - Crime Leagues
 

GameMaster: Robert Haight

   
  Teen Friendly? No

Game Description: Adventure / Heroic

Italian, Russia and Jewish Mafia, Chinese Triads, Japanese Yakuza and all comers vy for control for control of the United State.

Setting: Based on the Shadowworld web site based on the rules found at http://www.shadowworld.org/

Character Instructions:

Player Information: Minimum: 4 Maximum: 8

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

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Ultimate High School Testu No Sakana
 

GameMaster: Don Ide

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

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

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

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

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

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

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

Player Information: Minimum: 4 Maximum: 10

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

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Wands of Avalon
 

GameMaster: Mickey Schulz
Game may run late into the evening.

   
  Teen Friendly? Yes

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

Amberite(s) at Hogwarts. Preference given to players from last year's Nine Princes in Hogwarts. Yes, I'm doing it again. Whether or not this is a continuation of last year's game or an entirely new one depends entirely on how many of you come back. I'm guessing it'll be a combination of new and last year's.

Please contact GM with character gender/age/house preferences.

Setting: Hogwarts School of Witchcraft and Wizardry.

Character Instructions: Please email GM ahead of time. Let me know if you're returning, or new, if you'd like your character from last year back, or a new one.

For new characters I need age/gender/House preferences. There is also a possibility of at least one staff member.

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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When Darkness Falls
 

GameMaster: Sara Mueller

   
  Teen Friendly? No

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

Twenty years ago, Earth was infiltrated, and invaded. Now, it is a feed lot for the Thell. They collect a tithe of people every year. In the controlled territories people are registered, encouraged to have lots of children... farmed for their souls. But only a few out of a given population. And it's so much worse if you object...

Of course, in the uncontrolled territories their minions and they hunt as they will, as they dare. It's not a free meal. There are some settlements that hold out, a precious few places where humanity is still free. Welcome to the resistance.

Setting: Post apocalyptic invasion Earth. Takes place after the Black Road War.

Character Instructions: 25 points. No powers available at the start of play. Please choose a parent. You have never heard of Amber or Chaos, but may have points spent in contacts.

Player Information: Minimum: 4 Maximum: 10

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

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Sunday, November 4, 2007 - 10am to 4:30pm

Aurellis
 

GameMaster: Tim Hart

   
  Teen Friendly? No

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

This game will be different to the ones run in slots 2 and 7. Players are welcome to sign up for one, some or all of them.

Player Information: Minimum: 3 Maximum: 8

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

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Brave New Savage Land
 

GameMaster: James Arnoldi

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

An Elseworlds Adventure. There are few major cities in the world that have not faced the destructive wrath of a Kaiju and every time, Earth's superheroes have fought to stop the giant monsters, with no clue of why the monsters attack or where they are coming from. Since it was first attacked by Gojira in 1954, Tokyo has been the location of more of these Kaiju battles than any other city. For this reason, when Tony Stark started the International Xenomorph Defense Force, he based it out of Japan. Equipped with the best technology that Stark Industries, Lexcorp, and Waynetech has to offer, the IXDF has been tasked with protecting the people of the world from threats like Fin Fang Foom and Mothra. They are also staffed with the best minds the world has to offer in the hopes that they will be able to find the source of the Kaiju threat and a permanent solution. Things are about to get pretty complicated for the team, though as the King of Monsters has awoken and he is returning to Tokyo to finish what he started in 1954!

Setting: Earth, 2010. A world of mutants, mad scientists and giant monsters!

Character Instructions: Players can play almost any character from DC or Marvel comics.

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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Doctor Who: “A Timelord in King Merlin’s Court”, Part 1 and “The Heart of the TARDIS”, Part 2
 

GameMaster: Amber Cook
Game starts at 10:30 am.

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic

This game will play out like a two-part episode of Doctor Who – aiming to end on a cliffhanger before we have lunch, and then returning to conclude the adventure in the next episode.

All you fun players from last year’s “AMBER vs. the Flying Saucers” game are welcome to play in this game - as they are related in concept and style – but it is not a continuing game or a follow up, it is it’s own separate scenario.

Setting: The Doctor Who-niverse of the new series, and the Courts of Chaos as subsumed therein.

To be more specific: an unspecified time during the current BBC season in which any and (almost) all of the significant characters thereof could conceivably be in the TARDIS at one time; and the Courts sometime after the end of the Merlin series.

(To put it another way, this game is Who’n’centric, not an ADRPG.)

Character Instructions: You will be able to pick from among several of the DW characters including the Doctor himself, Martha, Donna (from the Runaway Bride Chr. Special!), Captain Jack, one of Martha’s siblings, or from a small number of pregen companions created specifically for this game.

It will be first come, first serve, so contact me right away for the pregens.

Anybody is welcome to submit a character idea of their own from the series, or from the universe at large, and we will tailor it appropriately to the game – but please let me know your intentions to do this soon after game assigmnents so I can factor the new character into the scenario.

Player Information: Minimum: 5 Maximum: 10

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

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In Dolor Veritas
 

GameMaster: Eric Todd
Game starts at 10:00 am.

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Alternate Amber

You, your people, are the foundation upon which a mighty Amber was built. Your family led the land out of the ancient reign of Kings and into the long Summer of splendor that was Amber's true youth. Yet it was also your family -- Benedictus -- that in later times undid the council, took power in hand and forged an empire upon the remains.

That was a thousand years ago. What was once young and soon grew to maturity now creeks under its own decadence, split into Inward and Outward Empires, striving against itself, teetering ever closer to disaster.

You are the last pure children of the Benedictus line, born as sacred priests in the Church of the Unicorn, defenders of beauty. Defenders of Amber. Long has the church been neglected, but now the Outward Empire seeks to claim all of Amber, and eyes turn to your order once more.

Setting: This game is set in a far future Amber, where the monarchy of Oberon and his successors is a distant legend. Gone too is the corrupt council that ruled for nearly a thousand years after the Kings. Today there are two seats of power: The Inward Empire and the Outward Empire... with the people and city of Amber an oft-neglected pawn between the two. (Note: This game takes place in the distant future of "Kinship and Tears". It is not a direct sequel in any sense and will likely deal with very different themes.)

Character Instructions: Your characters will be children of the the Benedictus lineage, raised in Amber city to take your proper place among the sacred priests of the Church of the Unicorn. Characters will be generated through roleplay at the beginning of the session.

Player Information: Minimum: 8 Maximum: 10

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

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Infernal Desires: Chaos Cafe
 

GameMaster: Jennifer Zimmerman

   
  Teen Friendly? No

Game Description: Mystery

With Swayville's death two years ago, Chaos has been in turmoil as the machinations and assassinations rage to bring forth a successor to the throne. At last one remains standing: Merlin, son of Prince Corwin.

You have been invited to travel to Chaos (with the royal family or by other means) to witness the coronation. Everyone hopes for a smooth transition, but such a thing is not expected. As in Amber, the denizens and visitors of Chaos have their own dreams and desires.

Setting: Almost three decades into King Random's rule.

Character Instructions: Pre-gen characters.

Player Information: Minimum: 3 Maximum: 5

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

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OMG! We're like totally BFFs!
 

GameMaster: Lee Bynum
Game may run late into the evening.

   
  Teen Friendly? Yes

Game Description: Humor / Spoof -- Non-Amber

This will be a game of Best Friends. You can find more information here: http://www.rpgnow.com/product_info.php?products_id=7418

Stolen From Book:

So, what's this [game] all about?

Well, it's a role-playing game about being a girl.

Yeah, everyone plays a girl. If you're not down with that then just put Best Friends back wherever you found it and walk away. No hard feelings, eh?

So, still here?

OK, it's a game about being best friends and all the little hatreds that best friends have for each other.

Oh, I know. You're gonna say that y'all get along just peachy. Well, that's fine too. No one said any of this was true.

But, between you and me: it probably is.

Anyway, you and some friends all play girlfriends and try to do stuff together while secretly hating each other. And getting little frissons of excitement out of getting one up on your best friends.

  • You're sixteen!
  • Your parent's are out of town!
  • The party of the year is happening tonight!
  • Everyone who is anyone will be there!
  • What are you going to wear!?
Setting: The magical world of high school drama

Character Instructions: Characters will be made at the con. No worries.

Player Information: Minimum: 5 Maximum: 6

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

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The Professionals
 

GameMaster: Ogre Whiteside
Game may run late into the evening.

   
  Teen Friendly? No

Game Description: Adventure / Heroic -- Non-Amber

Hired guns descend on Seattle for the ultimate Job. Retrieve the briefcase and the Fifty Million dollar bounty is YOURS. Car chases, kung fu, and guns guns guns!!

Pre-made characters will be action movie archetypes. So if you ever wanted to play Jet-Li, Chow Yun Fat, Jason Statham, or any other action star, this is the game for you.

WARNING: This game will feature foul language and lots of violence, with a smattering of sex over the top (if things go well).

Setting: Today in Seattle the forecast calls for rain with sunbreaks, and bullets.

Character Instructions: Pre-made characters distributed by GM. If you have questions, comments or even special requests, email me. ATTN: Ogre in the subject line so it doesn't wind up in my junk mail box.

Player Information: Minimum: 6 Maximum: 12

Players are requested to contact the GM(s) prior to the convention: Ogre - ogremarco [at] hotmail [dot] com

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ShadowWorld
 

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

   
  Teen Friendly? No

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

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.

NOTE: To avoid spambots and to maintain player privacy, contact me by email (gm [at] shadowworld [dot] org) to get access.

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: 3 Maximum: 8

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

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Son of The Seven Deadlies
 

GameMaster: Jen Edwards
Game starts at 10:30 am

   
  Teen Friendly? No

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

SON OF THE SEVEN DEADLIES aka "THE FOUR HORSEMEN"

As of the previous game, it's pretty much official. You people are the evilest of the evil. You're the people that Darth Vader and Freddy Krueger check their closets for before turning off the lights. Not only are you ruthless snakes perfectly willing to turn on your former allies for an edge or a whim, you're also powerful enough to beat the Universe itself into submission.

Of course, the FORMER Princes and Princesses of Amber thought so too. They got complacent. They fell victim to internecine warfare, and look what happened to them. So, when plots start threatening to topple you, it's not surprising. You've been crushing enemies for centuries. But it is a bit of a surprise that this time, they actually seem to stand a fighting chance...

Don't those ungrateful little weasels remember all the fun you set aside to change their diapers and wash their crayon scribbles off the wall? ... Maybe you shouldn't have used blood.

** This game will start at 10:30 on Sunday. Players are welcome to come at 10 if they want to plot and confab with the GM, and are welcome to bring breakfast with them. There will be a lunch break and exodus wherein we may all blow off steam, drink, eat and scare everyone else. We will also end on time, so the game will actually probably only last about 5 and a half hours.

Setting: The game setting will span about everywhere. It is set a few decades after the events of the prior game. New players are *definitely* encouraged, but encouraged to apply for the next generation, so as to allow a totally fresh look on this dark, twisted Amber. This game is humor, but it's very very VERY dark humor.

Character Instructions: This time, we are absolutely going to have character sheets to start. Returning characters, I have your stats from the previous game. We'll have 50 advancement points.

Returning characters have the option of switching "Sin" under certain circumstances. Returning players may also switch characters entirely, though they are encouraged to stay in the same generation. This way, new players can be especially paranoid. ;) New players, or recurring players, if we don't have many new ones, will form the 'Four Horsemen' - create a truly evil, 650 point character based upon the Four Horsemen of the Apocalypse, first come first served. All abilities are allowed. Player Information: Minimum: 4 Maximum: 9

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

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Spontaneous Flexible RP Fun!
 

GameMaster: Karrin Jackson
Game starts 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, archetypal, like the hero, the child, the trickster, the rogue with a heart of gold... Send me your top three choices.

I'll also need 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: 8

Players are requested to contact the GM(s) prior to the convention: Karrin Jackson, karjack at gmail dot com.

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SW1905
 

GameMaster: Joe Zottola

   
  Teen Friendly? Yes

Game Description: Adventure / Heroic -- Non-Amber

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)

Setting: San Francisco CA 1905

Setting: Earth

Character Instructions: There are no restrictions, please contact me before the con so we can work out character details and such and then be able to spend our time at the Con gaming.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: joe [dot] zottola [at] toro [dot] com

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