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Amber Sorcery: New Ideas

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Mutant for Hire

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Sep 4, 1992, 3:43:35 PM9/4/92
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Okay, I looked over the Amber powers and sorcery system, and decided
that it stunk. Actually, I decided the sorcery system really stank,
and the powers weren't quite what I wanted, or envisualized the system
as working as. Also having looked over the Corwin and Merlin stories,
I wanted to get a closer feel to the former's stories, and throw in
all the info revealed in the latter's stories.

Additionally, I wanted to make real differences in the way the Pattern
and the Logrus operated, and provide some justification for the way
things are in the stories, such as the fact that there are so few
sorcerors in Amber, while the Courts are crawling with them. And throw
in conceptual ideas on Order vs Chaos and the like.

It mostly succeeds from a conceptual viewpoint, with a few exceptions
such as Logrus tendrils. Ignoring those for the moment, or simply
throwing them in and just ignoring their implications, I have worked
out a system for magic. Or rather, the first part of the system. I
wanted to lay down a reasonable groundwork first.

So I'm tossing out the framework ideas and seeing what experienced
Amber players think of them. No point costs yet, I wanted to see if
there were any major flaws in the concept before trying to work out
the expense. Besides, working out effects such as personal energy cost
and the like are rather difficult in an abstract system like the game.
Also I want to see if anyone can dig up really awful counterexamples
from the books that go against the system.

Feedback is appreciated. Anyone actually tries to use these ideas, let
me know how it turns out. Thanks.

--
Martin Terman, Mutant for Hire, Mad Scientist, Priest of Shub-Internet
Disclaimer: Nobody else takes me seriously, why should you be the first?
mfte...@phoenix.princeton.edu mfte...@pucc.bitnet ter...@pupgga.princeton.edu
"Sig quotes are like bumper stickers, only without the same sense of relevance"

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