January
29, 1999
GM back on the 4th.
Yeah. Right. Three weeks later......
Thank you players and lurkers for your patience. I grovel most humbly
at this month-long interruption in our relationship. I've conquered
work (for the next day or so) and am updating furiously. Those who have
purchased characters with promised contributions, please make a payment.
Keep an eye out for new gossip. Did everyone receive information on
the Powers they purchased? If not, or if you have any questions, let
me know.
I've noticed some confusion about various NPCs. Resolving this will
be my next project.
January
February
9, 1999
And two more weeks
......
I must have done something really, really right OR something really,
really wrong! It's taking you guys almost a full week to respond to
my last post. (Hee, hee, hee, hee. >;) )
This dramatic climax signals the end of introductions and the beginning
of SERIOUS play. From now on "you control the horizontal, you control
the vertical, you control the destiny of your Emberite". I'll just pull
the environmental strings.
Players, you are
invited to view/post/join the Amber club at http://clubs.yahoo.com/clubs/amber.
"Amber: Enter the Royal Castle and feel the intrigue." Two other
game groups are using this web-based bulletin board system to exchange
information and ideas about Roger Zelazny's Amber. Since many of us
have not read these books, please use the club to ask/answer any questions
you have about the Amber universe. I'll even encourage you to ask them
advice on your character's situation/moves if you wish. Just be aware
that everyone (including your fellow players) can read the bulletin
board messages.
I'm adding links
to Amazon.com to the Amber/Game Source Books page. It'll be a couple
of weeks before they're all there, but you can still do a search. This
linkage is meant to provide an online source of the books I'm using
for this game. This is not meant to imply that offline bookstores are
impaired. O:)
Those of you who
have invented NPCs, I need their stats ASAP. They do not have to be
as comprehensive as your character questions are, but as full of information
as you can. Remember, whatever you do not specify, I will mangle!
February
February
15, 1999
Tuesdays and Fridays
are the new deadlines for receiving turns for posting on those days.
I've sent e-mail about speeding up our turn around with affirmative
responses. My personal deadlines for posts are: by 10 pm CST Tuesday
and by 5 pm CST Friday. These reflect my access times to an on-line
connection.
Has anyone else found some Amber websites to share?
I hope everyone's Valentines was as heart-full as mine.
February
February
17, 1999
Notes on Sorcery:
Please reread the information I sent you on the Magic Power of Sorcery.
Some questions have arisen during game play (on my part) and are listed
below. Please send the answers BEFORE trying to use this power. Failure
to do so may result in fizzled spells or turn/action/post delays.
- Your personal
style of spell-casting. Tell me what it is!
- Each character
should have a unique signature to their spell-casting. This means
that other Sorcerers and scholars (if they know about you) will
be able to recognize a spell's creator. It also can make for grand/subtle
special effects that enhance game play.
- These can
be built into spells, or used as another lynchpin, defining the
character's trademark.
- Pick something.
Be creative. Examples: sparks, smoke, lights, glitter, radiance,
unique colors, scents, sounds, complex gestures, etc.
- Creating your
own spells. Please do!
- You are a
Sorcerer/ess. Experiment with your Power/knowledge (with safety
percautions described) as much as your character wishes. Development
and growth of your Emberite is one of our goals.
- Follow the
section on "Building Custom Spells". Describe your spell as
listed on this website. Those who wish may receive Player
Contribution points by allowing me to post your spell on this
site, either anonymously or with full honors. If you have questions,
please ask.
- Do not create
a spell and expect to use it next turn. Casting time, memorization,
and 'hanging' rules (below) apply to homemade spells also.
- Casting spells.
Please e-mail me this!
- Your character
MUST spend the time to memorize/hang/conjure in game time. If
the spell's listed Casting Time requires three hours, your character
must use three hours of game time to prepare that spell. (PLUS
the time required to ready the lynchpins, mandatory and optional.)
If an event occurs that interrupts the spell casting, not only
will the spell be a loss but also consider the effects of a Power
backlash. (Maybe that's why the majority of history's/literature's
wizards are so secretive and nasty to visitors.)
- You can only
memorize ONE spell at a time. You may 'hang' spells only on Items/Creatures/Artifacts
created by a Conjurer (see below). There may be a duration time
limit. (i.e. Your memorized/hung a spell last night game time.
Depending on the spell, current environment, character skill,
Attribute ranks you will have to memorize/hang the spell again
next week if not used before then.) Once used, the spell must
be recast again to be available.
- You MUST
describe the casting process, ingredients used, etc. Lynchpins
MUST be itemized during this time. Lynchpins create spell flexibility.
I feel they are small holes in the spell's structure that separate
contact points, as in a modern day bomb. Once specified the lynchpin
holes are plugged, closing contact points, completing the spell.
- Do not expect
to write that your character "says all of the lynchpins and the
spell is cast". You MUST specify the lynchpins. Unfilled or incorrectly
filled holes can result in either a fizzled spell or an unpredictable
one.
- Hanging spells.
Please e-mail me this!
- You may 'hang'
spells only on Items/Creatures/Artifacts created by a Conjurer.
These can be special ordered, bought at a fair, a present, spoils
of war/theft, purchased during the creation process, etc.
- You MUST
recast a 'hung' spell once used. If your character does not spend
the game time, the spell will not be available for use.
- Do not expect
to write that your character "uses the spell 'hung' in the singing
sword. What happens?". You MUST specify the spell, the item used
to 'hang' the spell, and define the lynchpins. Unfilled or incorrectly
filled holes can result in either a fizzled spell or an unpredictable
one.
I hope that this
clarifies the Sorcery game mechanics. If not, or if you feel a bit cheated,
let's discuss it.
February
February
18, 1999
Okay. I feel obliged
to spell out some GM advice. Read. READ. R E A D!
I get the impression from some of the player responses that you are
not actually reading through the entire post. Some of you are missing
entirely the changes being made to your characters. I suggest that you
print out the posts sent to you (especially the ones since you entered
Father's presence), grab some coffee and a doughnut, sit down and R
E A D. Admittedly my posts are large but it is not from fluff. It's
from the inclusion of pertinent details. (I think this comes from years
of playing "ZORK".)
Like the lawyer said, "The real meaning is detailed in the fine print."
February
February
23, 1999
It appears that
somehow I've stumped you again. Either that or you guys had a really
great weekend. Or you did not receive the posts sent last Friday. OR
you really hate the GM story so far and wish it would all go away. If
any of the above, puhleeze let me know! I will still be sending a post
today (Tuesday) to move the story forward a bit and maybe unblock that
log jam.
More NPC players
are wanted. These positions are for members of the mainland Ember City
Town Council and members of the Castle's household. Play for these characters
should begin at the end of March.
Sorcery Addendum
When posting a spell cast, you can use the format below (once your character
has spent the game time to either memorize or 'hang' the spell BEFORE
casting).
- SPELL: Pressurized
Lava - hung in my emerald ring as a sea water spell
- LYNCHPINS:
- (Magic of
Shadow) Ember
- (Hand motions)
location of opening - the triangle formed by my hands indicates
the opening to be located 10' above and 10' in front of the first
phalanx of the enemy troops
- (Hand motions)
angle of exit - the tilt of my hands indicates a 30 degree angle
of fall
- (Size of
Lava Chunk) up to 200 pounds of sea water from a depth below 300'
- (Trigger)
flow to begin when Dworken says, "Davy Jones' locker"
Out of Amber and
into the universe of Star Trek. Gerry is asking for players for a fast-paced
message board game for Star Fleet Academy Cadets. More info at: www2.spindle.net/slycendice/trekgame.htm.
Jeepers!
February
February
26, 1999
Updates:
- Revised postal
regulations to include Sorcery info.
- Updated GMlogs
for the months of Jan/Feb 1999.
- Finished "Beginnings....".
I will not add to this page again as it's intended to be an introduction
to the game for Lurkers. Any non-player interested in the full story
can e-mail me to subscribe to the Lurker List.
- Started Amazon
link for resource books used in the game.
- Started NPC pages.
February
March
29, 1999
Well, most of March
was a recouping effort. The first two weeks went great. We ended the
story's introduction and started on Scene/Chapter 1. Then everything
went downhill from there. The GM had Spring Break which means no Internet
connections and another week of drowsy medication dosages due to a really
mean allergy or flu bug. Players were in and out due to their Spring
Breaks, illnesses or personal responsiblities.
Come on April!!!
March
April
6, 1999
Continuing to work
on:
- Updating the
Lurker Logs. Any non-player interested in the full story can e-mail
me to subscribe to the Lurker List.
- Adding to NPC
pages.
- Adding NPC players.
- Figuring PC points
for the introduction.
April
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