Problem Characters
Here're some examples of the kind of characters I've seen played,
games-mechanically, and some comments on them. All presume 100
points and the standard powers and stats.
These are potentially trouble characters for the GM. I've made
out exact character designs, but obviously you should take them as
general archetypes for what gets played. The patterns you're looking
for are ones of general intent, not actual point expenditure.
The Stereotyped DRPGer
Psyche: 25
Strength: Chaos
Endurance: Amber
Warfare: 15
Powers:
Pattern [50pts]
Sorcery [15pts]
Artifacts:
Brooch: Racks Named and Numbered Spells [2pts]
Sword: Double Damage, alternate form (bracelet) [3pts]
Zero Stuff
What we have here is a very solid character, with sensible bidding
and some of the most useful powers. The player is clearly overly
experienced with the AmberDRPG. While he or she is obviously not
particularly trying to Munchkin the game, he or she is also playing
perhaps the most stereotypically "good" set of attributes and powers
available. Most likely, he or she will consider the character
typically Amberite and Machiavellian, and will be interested in
playing a traditional role. All of which is fine, but it indicates
someone who's a bit too interested in playing the game to win, and not
enough to create a real, three-dimensional character.
Challenge such players to give their characters some intentional
weaknesses, and spend some time trying to get through to them that
they aren't in the game to "win." Don't be condescending about it
they already know Amber's not a game like chess, and that they
won't literally win. But emphasize to them that some of the most
intense and memorable moments of the game are when characters dive
into something stupid for their own, flawed reasons, and somehow still
come out alive at the end.
Common variants of this type include people who focus more on Psyche
and powers and people who focus more on Warfare (and maybe Endurance
and Strength). In all cases, the things to watch out for are a couple
of low-power, very useful artifacts, and such a player will almost
never consider selling down his or her Warfare or Psyche.
The Psychic Munchkin
Psyche: 25
Strength: Human
Endurance: Amber
Warfare: Human
Powers:
Adv. Pattern [75pts]
Sorcery [15pts]
Artifacts:
Widget: Racks Named and Numbered Spells. Confers invulnerability to
conventional weapons. Confers Regeneration. [25pts]
Pet Wolf: Double Damage teeth, invulnerable to conventional weapons,
regeneration. The 2 point Warfare option. Speaks.[13pts]
Bad Stuff: 3
You've got a big-ass problem on your hands. Here you have someone
who's powergaming, big time. He has lowered his Strength and Warfare
to Human levels, then taken artifacts which he believes will
compensate for those disadvantages. He then bought the two (arguably)
most powerful Powers in the game, and no doubt intends to use them to
their fullest effect.
Artifacts are the key to power in Amber, and you should be very
skeptical of anyone with more than a few points in them. Let's look
at some of the trouble spots here:
Confers Invulnerability to Conventional Weapons and Regeneration:
These powers should be absolutely disallowed in most games. They turn
the spirit of the game from epic fantasy to super-hero. Nobody should
be able to buy enough artifacts to make up for crippling attribute
bids. In general, you should be very wary of any conferral powers.
The wolf: The player is being smart, here. First of all, he's buying
a wolf, which, he'll argue, means that he doesn't have to pay for
things like movement or vitality they're already intrinsic in
the animal. Secondly, he's not worrying too much about the things
that artifacts aren't good at doing, such as Warfare, but spending a
lot on things like armor, which the rules have as very useful. He's
going to get this animal to do his fighting for him, and its style
will be to be completely willing to take blows (onto its invulnerable
hide) to get in even the smallest nips (with its double damage
teeth).
This player needs to either find a more mature attitude or leave the
game.
The Warfare Munchkin
Psyche: Human
Strength: 5
Endurance: 5
Warfare: 50
Powers:
Pattern [50pts]
Artifacts:
Big-Ass Sword: Deadly Damage [4pts]
Jump-suit: Invulnerable to Conventional Weapons, Confer Psychic
Barrier [13pts]
Bad Stuff: 2
This is just the same Munchkin with a different focus. Note the
similarities: lots of points in artifacts compensating for low stats.
Some particular things to watch out for:
Confer Psychic Barrier. No.
Invulnerable to Conventional Weapons jumpsuit. This is another little
powergaming tactic. In order to avoid paying the cost for another
"conferral," he just takes a full body garment that he plans to wear
constantly. It's the Julian syndrome, and this player doesn't even
have the good grace to make it big, bulky armor. Likely, he even
plans to sleep in it.
Solution here is the same as above: Either ditch the player or get
him to grow up quick.
The Overly-Innocent
Psyche: 15
Strength: 15
Endurance: 15
Warfare: 15
Good Stuff: 40
This person's plan is clear: He or she is going to play an
innocent from Shadow, unaware of his or her Amber heritage, and will
provide a fresh, young look at Amber. And there's no problem with
that... So long as it's done well.
Unfortunately, it's harder than it looks. First of all, that's an
awfully one-dimensional background. While the good-hearted-farmboy is
an okay archetype for heroic high-fantasy, it's a little simple for
Amber. Encourage the player to insert some more depth of character
into his or her world: Just because they don't know about Amber
doesn't mean that they have to come from some idyllic past.
Furthermore, make sure the player knows that the "only innocent in
Amber" schtick can make him or her miss out on a bunch. While some
people will do the decent thing and ruthlessly abuse the innocent,
many will just ignore someone so alien. You, as the GM, have a
responsibility to make the Elders ruthlessly abuse this PC, but the
other PC's may well not do anything of the sort, which can make the
player's life somewhat frustrating.
The Frustrated Chaosian
Psyche: 20
Strength: Chaos
Endurance: 15
Warfare: 17
Powers:
Shapeshifting [35pts]
Logrus [45pts]
Bad Stuff: 12
This poor player really, really wants to play a Chaosian. However,
he or she got overexcited in the bidding and payed a little too much
in stats. Hey, don't laugh for one thing, you probably
encouraged it.
Now, this player is left with the unattractive options of dropping a
stat to Human level or taking an unreasonable amount of Bad Stuff.
Give the poor kid a break. Be generous with campaign contributions,
or maybe suggest taking about 30 points in Good Stuff and buying
Logrus later. Work with players like this and help them get what they
want don't tell them "tough luck."
New to the Game
Psyche: 12
Strength: 20
Endurance: Amber
Warfare: Chaos
Powers:
Conjuration [20pts]
Shapeshift [35pts]
Sorcery [15pts]
Good Stuff: 8
If you see a really random character sheet like this, there's only
two explanations for it: 1. This is an old, cagey AmberDRPG player
with a complex and specific background, or 2. This is a clueless
newbie.
I'll presume that you can tell the difference.
If it is the newbie, just gently point out some of the problems that
his or her character will have. Some common mistakes are not giving
onesself a way to get around Shadow or getting Sorcery but being
incapable of hanging spells anywhere. Other issues can be needlessly
buying down important attributes.
Get a feel for the background the player is looking for, here, and
then suggest some alternative versions of the character to him or
her.
The Monomaniac
Psyche: Amber
Strength: Amber
Endurance: Amber
Warfare: 100pts
Say what? For some reason, this person has decided to do one thing
to the exclusion of all others. There are a variety of reasons why it
may come up, from just being bored with "typical Amberites" to wanting
a challenge to simple curiosity.
Bring this player to one side and talk with him or her. Get a feel
for why he or she is doing this, and whether it's really important to
him or her, or just something to try. Then consider what it'll do to
your game. If you think that the character is just going to totally
screw up the plot you have planned (e.g., for the character above,
you'd planned to take out all the high-Warfare Familymembers, then hit
Amber with a big army), disallow the character.
Don't let an unreasonable player ruin your game. On the other hand,
if the player knows what he or she is doing, and it's not going to
mess you up, don't impose your ideas of what's fun to play on the
player.
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