Well if I could listen to Yoda or live like Corwin, I'd tell all that Shadow Wars is going to be at AmberConUS 2008. However, there are a lot of if statements in the air. What I can commit to is this. We are most definitely and in the most severe language--strongly considering a visit by us to the convention. *sighs in relief*
Now that's out of the way, let's get on to the fun stuff. :-)
I have some adventure ideas in mind for a one-shot that connect to the core game but is itself its own thing. The adventure will have non-core PCs--most likely pregenerated or modified.
Please let me know if you have any other suggestions for a 3-hour con game in the SW setting.
Thanks!
Wednesday, July 4, 2007
Sunday, April 15, 2007
Allies... you want a piece of them?
1. The Allies in ADRP have been fun to have, though I often forget about them as a GM simply because I have to run them, meaning more NPCs on my plate than originally planned. Besides that there is a desire for Players to buy useful Allies and as the rules stand in SW, they can buy Friends (and enemies), but not Devotees. But Devotees are by default more powerful, so is there a way to allow the Players a way to "buy" Devotees and know who they are in SW?
2. Once play begins and PCs make connections during play, how should they choose them/"buy" the NPCs? Are Elders by default a Devotee class given their potential influence on the game and what if any restrictions should be placed on acquiring them?
Proposed Solution 1: Buying an Ally is a two-way (or even three-way) street, meaning that when you buy an Ally (or Enemy) of any kind, you also agree to take on some of that Ally's "baggage." That means if others learn of your connection you are target for the good and bad by association. If you buy a Devotee and it is known, you are confronted with solicitors, revenge, debt collectors, groupies, hanger-ons, etc. You are not just buying that NPC's occasional help, but rather buying into, and with more points/influence/power, a piece of that NPC's life experience. Not unlike buying a personal artifact that reflects a kind of mythology about the PC rather than spending Republic Credits at a shop for a throw away blaster.
What does anyone else think?
2. Once play begins and PCs make connections during play, how should they choose them/"buy" the NPCs? Are Elders by default a Devotee class given their potential influence on the game and what if any restrictions should be placed on acquiring them?
Proposed Solution 1: Buying an Ally is a two-way (or even three-way) street, meaning that when you buy an Ally (or Enemy) of any kind, you also agree to take on some of that Ally's "baggage." That means if others learn of your connection you are target for the good and bad by association. If you buy a Devotee and it is known, you are confronted with solicitors, revenge, debt collectors, groupies, hanger-ons, etc. You are not just buying that NPC's occasional help, but rather buying into, and with more points/influence/power, a piece of that NPC's life experience. Not unlike buying a personal artifact that reflects a kind of mythology about the PC rather than spending Republic Credits at a shop for a throw away blaster.
What does anyone else think?
Saturday, March 31, 2007
Welcome to The Shadow Wars Saga
Welcome!
This blog will serve to highlight discussions and features for the crossover Amber diceless RPG game (utilizing many in-house rules) that is set in the Old Republic era of the Star Wars universe.
This blog will serve to highlight discussions and features for the crossover Amber diceless RPG game (utilizing many in-house rules) that is set in the Old Republic era of the Star Wars universe.
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