Creating a Character in Amber
This is a guide specifically for players
What's the first thing you need to do to make a character in Amber?
Listen to your GM. Regardless of how familiar you are with the
books, regardless of how many times you've played the game before,
your GM may well have a bunch of new takes on the system. So, before
you even start to come up with character ideas, check out what
restrictions and additions your GM is making.
Second? Make sure that you've got a handle on the game. If you don't
know what half of the powers are, sit down and read about them. If
they're still confusing, ask your GM. If you do this right, you'll be
boring your friends with stories about this character for the next
twenty years, but if you do it wrong, you'll hate the whole game.
It's essential to get a character you want to play, and if you realize
halfway through the game that you didn't want to play a Chaosite after
all, you're throwing away a golden opportunity. Whenever you're in
doubt, ask your GM. I can't emphasize that enough.
After you've done that, you've got a couple of options. Amber is
unique in role playing games to date in its competetive character
generation, and the attribute auction system gives you both the best
and the worst of the random and point-based character generation
systems. I think there are two good, solid ways to go. The first,
I'll call the pre-planned method, the second, the opportunistic
method.
The Pre-Planned Method
Okay, so suppose you've got a really good idea of what you're going to
play. You know what you want to be, and you know how you want to get
there. Great! In that case, what you pretty much want to do is
figure out where you're going to put your character's points. Think
about what Powers you'll be needing, and what stats are most important
to you, then work out where your points are going. But don't spend
all your points.
Save about 15-25% of your points, and don't spend them anywhere.
These are your insurance points. Remember, unlike a purely
point-based system, there's this whole competetive aspect of the
attribute auction. While you could just initial-bid all of
your stats to the exact level that you want, you run the risk that,
if you do that, those twenty points in Endurance which you thought
would buy you a nice middle ranking actually put you dead
last. Since, in Amber, your stats are both important in absolute
and in relative terms, you don't want to be caught flat-footed
by the vagrancies of the attribute auction. If a stat is going for
higher than you expected, you can bid some of your cache of "extra"
points to keep up. And if you end up where you want without spending
some of your cache, well, you can always secret bid or just go into
good stuff.
The advantages of this system are that you can play exactly the
character you want to play. It's very much like a strictly points
based character generation system (say, GURPS or suchlike), where you
know that if you want to play a warrior, you'll play a warrior, and if
you want to play a sorceror, you'll play a sorceror. Its disadvantage
is that you don't really have the full fluidity that you might like in
the attribute auction. You'd be suprised just how little 20% of your
points really is. They go like that, and you may still be left
behind in an important attribute. And there's nothing like assuming
you'll be at the top of Psyche, only to realize that you're right near
the bottom.
Never the less, I reccomend the pre-planned method for most people.
It's a good compromise between flexibility and rigidity, and, while
you probably won't end up with a juggernaught of a character, you will
end up with the character you want to play.
Of course, you should spend some time thinking about what character
you do want to play... More on that after the
Opportunistic Method
So, you've just been burned by the attribute auction one too many
times. You're sick of watching your fourty five points in Psyche
buying fourth place, and then seeing some gimp get first in Warfare
for twenty points that you just don't have. It's time to get
vengence.
If you're going to be opportunistic in the attribute auction, don't
even bother coming up with a character concept beforehand. You don't
need that kind of framework tying you down. Essentially, you're going
to go into the attribute auction in all of its chaotic glory, and,
with any luck, emerge battered, bloody, but with great deals on
attributes clutched in your bruised fist.
How do you do this? Well, first, set yourself an absolute limit on
the number of points you're going to spend. It's a heady experience,
being in a close auction for that all-important final stat, and it can
be very tempting to spend so many points you just don't have anything
left. Don't let that happen to you. Tell yourself, 'No matter what
happens, I will have 60 points after the auction, so that I can get
Pattern and a little more.' Or 50 points, for just Pattern. Or
whatever the minimum level of points you think is viable to get your
character the Powers he'll absolutely need. And recognize that you
probably won't end up with much more than that minimum: this is the
stratagem of the stat-heavy.
In the auction itself, make a certain minimum bid in each attribute
(could be no bid, or ten, or something, depending on how many points
you have), and then wait for the results from the other players. If
it's going for a bargain price, jump in and command a strong lead. If
you're way behind everyone else, it's probably not worth it to contest
the lead: it sounds like you won't get it without dumping all your
points right there. If you feel like you'll be crippled without a
decent rating in this stat, figure on secret bidding to match a
mid-ranked player, and mark those points off as spent, so that
you won't use them later.
For opportunistim to work, you absolutely have to be unbiased about
what you're going to go for. You have to be willing to accept that
your character might be low ranked in Psyche and Warfare, but high
ranked in Strength and Endurance. If you can't do this, go back to
the preplanned method and just make your character to start with, and
content yourself with less freedom in the auction.
Pros and cons of the opportunism method? Pro: You will almost
certainly end up with a 'powerful' character. Unless you get yourself
into a really dumb bidding war in an early attribute, you'll have the
points to sneak into the top of whatever goes for the least points.
Remember, there's no shame in second ranking, especially if
the bidding is spiralling out of control.
Con: You probably won't get a character who's powerful in a
conventional sense. Let's face it, a lot of people plot to be first
ranked in Psyche and Warfare. Sometimes they don't, and you'll be
able to snatch a good ranking in one of those stats for very little,
but more often, you'll end up with a solid first ranking in the stat
that nobody else wanted. You've got to be able to make a character
out of stats that you wouldn't necessarily have wanted. Also, you
probably won't be power heavy.
The Important Stuff
The stats and powers of your character are only the loosest of
frameworks to hang your character around. Let's talk about the real
meat of your character: his background.
First of all, remember that this is a cooperative process.
Don't spell out your character's entire life story to six
decimal places over the course of ten pages. You probably shouldn't
even write one page on you character to start out with. Get a
general idea of what you want to see in this background, and
then send over a basic sketch to the GM. He'll probably want to add a
whole bunch of events of his own, in order to tie you to the plot.
You may, or may not, know who your parent is. Etcetera. Get the GM's
input early and often.
After you've got a good idea of the sticking points of your
character's life that you and the GM want, it's time to tie them all
together. Get a general idea of the entire span of your character's
life, from day one to the present. Probably, for a typical 25 to 100
year old Amberite, you want to have about two or three pages of
typewritten notes on your background.
Some purists out there are staring at me in open-mouthed shock. Why,
they write a minimum of ten pages just for their fifteen year
old throw-away characters, much less an eighty year old Amberite! The
horror!.
All I can say is, more is not always better. Give your character room
to grow. Give yourself the room to reverse engineer your life events
as you realize what direction your character is going in. It's not
important to know exactly what your character had for dinner on the
night of April the 16th. It is important to know where he's been for
the last two years. If you must write a novel, you must, but avoid
pigeon-holing yourself into a direction you'll be dissatisfied with
later.
On the other hand, if you're an old, die-hard AD&D gamer, you might be
puzzled as to this whole concept of writing a background. I mean,
yeah, you do backgrounds. They go like this: "Fred was a street
urchin in Palanthas until he was 16, and he learned to be a thief
there. Eventually, he got tired of petty theft, and decided to become
an adventurer. The end."
Trust me, that's all well and good when you're out there killing
monsters and enjoying the easy comraderie of an adventuring party, but
it's not what you want when you're trying to decide whether you can
tolerate the impudence of another player character's modern
affectations, and pondering whether a duel or poison in the night
would be more appropriate. Amber is a game of wide-open
possibilities, and if you don't have a framework with which to root
your character, you'll be lost.
Finally, a few tips for the whole process:
Miscellaneous Tips
Twinking, Munchkinism, powergaming, call it what you will, it sucks,
and it's easy to do in Amber. Restrain thyself. "Confer
invulnerability to conventional weapons" earrings are singularly
inappropriate in most Amber games. This isn't a game you can win.
Trying to win by taking advantage of the loose rules is pitiful.
Shadow is infinite, but only in-genre things can be found in its
reaches. Ask yourself if your character from the 'Toon world is
appropriate for your game. For that matter, ask yourself if any
purely humor value character is appropriate for an Amber game. Don't
get me wrong: in some campaigns, it may well be. But don't take that
promise of "infinite possibilities" the wrong way: it's not an
invitation to destroy the mood of the game. When in doubt, remember
that the magic phrase is "ask your GM."
Similarly, degenerate characters are prickly things. Before you play
your character who's selling his Psyche, Strength, and Endurance down
to Chaos, not getting any powers, and buying a 130 Warfare, ask the
GM! It's not that that character is incredibly powerful, it's
that it could potentially throw a major loop in the GM's plans. The
further you get from a "standard" character, the more you should talk
to your GM to make sure that you aren't going to be the proverbial
monkey wrench. Certainly, you should talk to the GM before you play
any character who has no means of travelling through Shadow, or who's
from the opposite pole in a single pole game.
Use your common sense. I can't think of every situation that's going
to arise, and your campaign may be so wildly different from my own
that none of my examples make any sense at all. Just remember, the
idea is for everyone to have fun, and resist the temptation to view
the game as something that you have to get more out of at the expense
of everyone else.
Have fun, and good luck!
This document © 1998 by Epoch (http://wso.williams.edu/~msulliva/). License is
granted to print, copy, and distribute this document to anyone
interested, but this copyright and license statement must
remain attached and you may not charge for it. The Amber
books are owned by the Zelazny Estate and the Amber DRPG is owned by
Phage Press. Used without permission under fair use.