Game Book 2002
Slot 1 - Friday, 1:00 p.m. to 5:00 p.m.
Slot 2 - Friday, 7:00 p.m. to midnight
Slot 3 - Saturday, 10:00 a.m. to 5:00 p.m.
Social Event - Saturday, 5:00 p.m. to 8:00 p.m.
Slot 4 - Saturday, 8:00 p.m. to midnight
Slot 5 - Sunday, 10:00 a.m. to 2:00 p.m.
Slot 1 - Friday, 1:00 p.m. to 5:00 p.m.
On Her Majesty's Secret Service 3: Tir Raker
GMs: J.P. Brannan, Ian Ng
Number of Players: 3-6
Game type: Serial. Players should create 65 point characters who are agents of the Rebman Secret Service (RI-6) without Pattern Imprint or Logrus mastery
Once again Queen Moire has called upon her Secret Service to sort things out. But will even the elite agents of the Gemini Section, licensed to kill or be killed in the line of duty, be able to stop a scheme this far-reaching? Players should create 65 point characters who are agents of the Rebman Secret Service (RI-6) without Pattern Imprint or Logrus mastery. Some knowledge of the post-Patternfall Amber game setting will be helpful, but a working knowledge of James Bond will be more helpful. Players are encouraged to contact the GMs ahead of time at gemini7@iocane.com.
Mementos of Amber
GM: Jack Gulick
Number of Players: 4-6
Game type: One-Shot
Pregens will be provided.
You can't remember how you got here.
You know where you are, because the Pattern is distinctive, certain, impossible to forget. Other things are just shadows, and those are not so certain. Some seem impossible to remember.
Someone is walking the glowing blue tracing. One person? More? You? The shape is swallowed in sparks, impossible to identify.
Someone is burning. More than one. Who are they? Is one of them you?
Perhaps in a moment your thoughts will clear. Perhaps then you'll know the answers.
Perhaps.
An experimental tale told end to beginning.
(Previously run at ACN 2001.)
Much Ado About Benedict
GM: dj Hyland
Number of Players: 4-7
Game type: One-Shot
Characters can be elders or pregenerated
Amber has been at war with invading forces from the Corwin-verse for a long time, a situation which has led to a long-standing truce between Amber and The Courts, which were decimated by the early attacks. Generals Martin and Benedict and their retinue are welcomed into Chaos with much pomp. Romantic comedy ensues. Difficulty: beginner.
The Coming Disaster
GM: Glen Seymour
Number of Players: 4-6
Game type: Non-Amber Diceless Freeform Roleplaying
Pregenerated characters will be provided
It's April 13th, 2000. It's 5 o'clock and time to leave work and go home. Sounds simple doesn't it?
A simple sci-fi game where ordinary people are caught in extra-ordinary events.
Soundtrack listing available on request.
Slot 2 - Friday, 7:00 p.m. to midnight
To 'Scape the Serpent's Tongue
GMs: Deb Atwood, Bridgette Ruggles
Players: 8-10
Game type: Freeform
Characters will be pregenerated. Contact the GMs prior to the convention to select.
"My Oberon! what visions have I seen! / Methought I was enamour'd of an ass."
At midsummer no one knows what may happen... until it does.
The Year the Great War Came Upon Us All
GM: J.P. Brannan
Players: 3-5
Game type: Pregenerated Elders, Ancient Amber.
Characters pregenerated by the GM.
For aeons the forces of darkness made their secret preparations in Ghennesh, covetous of the light of Amber. Now the shadow of Ghennesh has fallen upon the Golden Circle. The Moonriders, the most dreaded warriors in all the worlds, threaten Amber, First of All Worlds. Oberon the High King and his four immortal children must stand against the darkness or be consumed. Join us and tell the tale of the end of the first age of Amber.
The Shadow Over Amber
GMs: Michael Curry, Jennifer Jackson
Players: 6-12
Game type: Alternate Amber, Elders
Characters will be pre-generated
"What do we know," he had said, "of the world and the universe about us? Our means of receiving impressions are absurdly few, and our notions of surrounding objects infinitely narrow. We see things only as we are constructed to see them, and can gain no idea of their absolute nature. With five feeble senses we pretend to comprehend the boundlessly complex cosmos, yet other beings with wider, stronger, or different range of senses might not only see very differently the things we see, but might see and study whole worlds of matter, energy, and life which lie close at hand yet can never be detected with the senses we have. I have always believed that such strange, inaccessible worlds exist at our very elbows, and now I believe I have found a way to break down the barriers.... We shall see these things, and other things which no breathing creature has yet seen. We shall overleap time, space, and dimensions, and without bodily motion peer to the bottom of creation." - "From Beyond", H.P. Lovecraft
One night soon the stars in the October sky will be right, and the Elder Gods will return to the world. Or maybe not.
This is a variation of Jeremy Zimmerman's "The Doom That Came To Amber," which ran at ACUS 2001 and 2002 (and may well run at ACNW as well). My thanks to Jeremy for granting permission to run it at TBR.
The game is inspired by Zelazny's "A Night in the Lonesome October" and DC Comic's "The Doom That Came To Gotham," with the players taking on the roles of the citizens of (and select visitors to) sleepy Amber, Massachusetts. As the stars begin to align, some will seek to aid the Elder Gods, while others will gather to keep them from coming back. And perhaps some of them have additional agendas of their own...
Shadowscape
GM: Kevin Hudson
Number of players: 4-6
Game type: Freeform
Characters will be pregenerated
"My name is James Matthews, a scientist and pilot. A tidal wave hit and I got shot through a whirlpool. Now I'm lost in some distant part of the universe, on a ship -- a living ship full of strange alien life forms. Help me. Listen, please. Is there anyone out there who can hear me? I'm just looking for a way home."
This game will be based loosely on the space opera setting of the Farscape television show. Instead of wandering around in space, the characters will be exploring the multiverse of seas, trying to find their way home.
Slot 3 - Saturday, 10:00 a.m. to 5:00 p.m.
BC3: The Fifth Element
GMs: Deb Atwood & Jenn Jackson
Number of Players: 8-10
Game type: Series/Shared World. Amberites only, 100 points.
In the wake of the assassinations of several of Amber's Royals, a strange wave of energy reverberated out from the Pattern. Its ultimate effects are unknown, but one thing's for certain, life in the Castle just hasn't been the same since.
This scenario is the third in the series that began with the Breakfast Club and continued with Halloween. This is not a continuing campaign, and both new and returning players are welcome.
Justice Society of Amber
GM: Lou Evans
Players: 3-9
Game type: Experimental
Characters will be pre-generated.
High atop Mount Amber, a fortress stands - the home of the JSA. Below, Pattern City sleeps safe in the knowledge that it's protectors stand ever vigilant, ready to defend the City and it's citizens from the evils from beyond...
Logrus the Serpent-King and the forces of C.H.A.O.S.
G'nesh the moon rider, scout and herald of the UnMaker
Lintra, the sultry, smoldering hell-maid with the heart of ice
Rising to oppose these villains and dark powers are the members of the JSA...
The Silver Rose, Two-fisted phantom and former soldier of fortune
Chance, the World's Luckiest Man
The Great White Hunter
Kolvir the Man-Mountain
The FURIES - Triplet psychics who think as one
Red Wolf, Lost Son of the B'ahr'Iman tribe
The Living Weapon, Master of Mayhem
WaterWitch, Queen of the Deep
Black Valkerie
La Belle Dame, Fiery Mistress of Liberty
Shadow, Mystery Man of a thousand faces (and lives)
This game is an EXPERIMENT to try and meld Amber with the great days of Golden Age super-hero comics. Characters will be provided, and the system will be Amber diceless rules with some home brewed rules and cosmetic changes.
The Past is Prologue
GM: Julia Frizzell
Number of Players: 4-8
Game type: Experimental, pre-Pattern creation.
Characters will be based on 300 points. There is no Pattern yet, but points may be saved for future Pattern. Advanced powers are possible. All characters must be Chaosians, but do not need to be related to Dworkin or Oberon. If there is enough interest, players may assume an entire House, creating and roleplaying the Head of the House, making alliances with other Houses through marriages and pacts. And of course, assassinations.
"Is it time? Shall we go?"
"Not yet, Father. Soon."
"But I want to go now!"
"Patience, Father. The time is near to hand. Quiet! Someone comes..."
In the time before Amber, Chaos reigned. Then a man saw a reflection of Order within a red jewel, and everything was changed.
A line will be drawn. Sides with be chosen. Amber will be created. And nothing will ever be the same.
Point of No Return
GM: dj Hyland
Players: 5-8
Game type: One-shot.
Characters will be pre-generated.
Dworkin has taken his students, all four of them, to his hometown for a field trip. Redheads in Chaos. This game could be serious and heavy, or a wacky zany adventure, depending on the whims of the players. Difficulty: Medium
Social Event - Saturday, 5:00 p.m. to 8:00 p.m.
Slot 4 - Saturday, 8:00 p.m. to midnight
Amber: The West Wing
GM: J.P. Brannan
Players: 3-6
Game type: One-shot.
Pregenerated non-blood of Amber characters will be provided
Players will adopt the roles of the senior staff who take up the important business of running Amber while that fickle lot of princes are off mounting their own petty intrigues. Players are encouraged to contact the GM prior to the game, and are also encouraged to watch at least a couple of episodes of "The West Wing" on NBC for flavor.
Amber: Rose Red
GM: Julia Frizzell
Number of Players: 4-6
Game type: Shared World
Characters must be children of the Elders or have a reason to be in and around Amber, and be built on 100 points with free Pattern if from Amber, or free Shapeshift and Sorcery if from the Courts.
Fiona's daughter, Selene, has organized her cousins and friends for a fun weekend jaunt at a country estate located in her home shadow.
But not long after the gang arrives, strange things begin happening in the house, and Selene goes missing.
Can she be found before everyone else vanishes?
This game is inspired by the Stephen King miniseries, Rose Red, though it will draw inspiration from many haunted house sources.
Welcome to Hogwarts
GMs: Jack Gulick & Jeanne Thelwell
Number of players: 4-10
Game type: Serial Campaign, Non-Amber
Original system. Rules will be distributed prior to the con.
Madam Pomfrey tisked slightly. It hadn't been too many injuries for a first flying lesson, but still more than she liked. Students were just too excitable, particularly first-years.
Still, it wasn't as if there was ever an easy or quiet period for students at Hogwarts School of Witchcraft and Wizardry. Or at least there hadn't been in her experience...
Return to Harry Potter's school, back before Harry arrived. Join other first-year students in classes and the occasional unexpected adventure.
Continuing its wanderings from AmberCon North and AmberCon, with new players welcome.
Amber in Love
GM: dj Hyland
Players: 4-8
Game type: Shared world.
Send characters to GM in advance of con or risk playing a eunuch. If you want to create a new character for the game, please contact the GM very early or risk playing Woody Allen. 175 point characters. Must have positive relationships with *some* elders and be regulars in The Castle.
Extra points will be given for: contacting GM before May 1, playing a character with a prior connection to another PC, and flat out bribery.
You wake one morning, in Amber. Birds are singing, the sun is shining and in the courtyard Caine and Fiona are making love like crazed weasels. Love is in the air, and lust is all around the castle. A sex comedy of which all other sex comedies will be shadows. Difficulty: advanced
Restrictions: 21+, mature players.
Slot 5 - Sunday, 10:00 a.m. to 2:00 p.m.
Once Upon An Amber
GMs: Deb Atwood, Dustin Crewell
Number of players: 2+
Game type: Amber inspired card game
No characters required
Once Upon a Time there was a Princess of Amber. A little Bird told her she could be queen...
Once Upon an Amber is a card game utilizing the rules of the card game Once Upon a Time. Come play a storytelling game creating your very own fairy tale Amber... and it's different every time.
On Her Majesty's Secret Service 4: The Man with the Golden Sword
GMs: J.P. Brannan, Ian Ng
Number of Players: 3-6
Game type: Serial. Players should create 65 point characters who are agents of the Rebman Secret Service (RI-6) without Pattern Imprint or Logrus mastery
Once again Queen Moire has called upon her Secret Service to sort things out. But will even the elite agents of the Gemini Section, licensed to kill or be killed in the line of duty, be able to stop a scheme this far-reaching? Players should create 65 point characters who are agents of the Rebman Secret Service (RI-6) without Pattern Imprint or Logrus mastery. Some knowledge of the post-Patternfall Amber game setting will be helpful, but a working knowledge of James Bond will be more helpful. Players are encouraged to contact the GMs ahead of time at gemini7@iocane.com.
A Crystal Silence
GM: Julia Frizzell
Number of Players: 6-12
Game type: Freeform
Players will play the elder known Amberites. 250 points. Contact the GM for more details.
A normal day in Amber. The sky was blue, birds were singing, Eric and Corwin were fighting. And then, the sound was heard, the bell-clear ring of a crystal chime. And all was silent.
A game inspired by Sarah Kindred's "The High Cost of Going Home Again," run at ACN 2001.
