Oct. 12th, 2004

bluegargantua: (Default)
Hey,

This Friday.

Super-Marionation.

By the two South Park guys. They started out making cartoons on the cheap and they wound up spending millions on a project the Thunderbirds people could've cranked out for $25 and a tin of biscuits.

So let's see how well they did.

Anyone interested in joining me on Friday to go see it?

later
Tom
bluegargantua: (Default)
Hey,

This Friday.

Super-Marionation.

By the two South Park guys. They started out making cartoons on the cheap and they wound up spending millions on a project the Thunderbirds people could've cranked out for $25 and a tin of biscuits.

So let's see how well they did.

Anyone interested in joining me on Friday to go see it?

later
Tom
bluegargantua: (Default)
Just to spark interest...

The game will start off heavily on the Amber end of things and then slide over into Nobilis level over time.

Characters retain an interest in mucking around the Amber universe for the same reason that PCs in a regular Amber game hang out around Earth so much -- they care about it. By putting a heavy focus on Amber early on, the PCs build up a group of Amber-centric people and situations they care about. And when the time comes to pick Anchors...who do you really love and hate the most? Your Elders?

PCs will all be bastard children of Oberon (like Coral or Dalt). This puts them in an odd position with respect to the Elders, but probably helps tie them to the Nobilis stuff in better ways. (I may change my mind on this one).

Amber from the Primal Pattern to the Abyss is a self-contained universe hanging from the World Ash. Shadow Earth is a shadow of Amber and of the actual Earthly universe. In fact, the entire Amber universe models the larger Amber cosmology. The Unicorn and Serpent are the Imperators and form the local dichotomy, in much the same way as Light and Dark on Earth.

When you hit Nobilis-level play, you get the Worldwalker gift for free.

We play by Amber rules until we hit Nobilis play and then we switch over to Nobilis rules. Translating one from one ruleset to another shouldn't prove too terribly difficult. Again, by basing play in Amber and using that to define the personalities of the PCs, putting Nobilis numbers to them later on should prove easier.

Only the Corwin books are cannon. Everything else is just fluff.

later
Tom
bluegargantua: (Default)
Just to spark interest...

The game will start off heavily on the Amber end of things and then slide over into Nobilis level over time.

Characters retain an interest in mucking around the Amber universe for the same reason that PCs in a regular Amber game hang out around Earth so much -- they care about it. By putting a heavy focus on Amber early on, the PCs build up a group of Amber-centric people and situations they care about. And when the time comes to pick Anchors...who do you really love and hate the most? Your Elders?

PCs will all be bastard children of Oberon (like Coral or Dalt). This puts them in an odd position with respect to the Elders, but probably helps tie them to the Nobilis stuff in better ways. (I may change my mind on this one).

Amber from the Primal Pattern to the Abyss is a self-contained universe hanging from the World Ash. Shadow Earth is a shadow of Amber and of the actual Earthly universe. In fact, the entire Amber universe models the larger Amber cosmology. The Unicorn and Serpent are the Imperators and form the local dichotomy, in much the same way as Light and Dark on Earth.

When you hit Nobilis-level play, you get the Worldwalker gift for free.

We play by Amber rules until we hit Nobilis play and then we switch over to Nobilis rules. Translating one from one ruleset to another shouldn't prove too terribly difficult. Again, by basing play in Amber and using that to define the personalities of the PCs, putting Nobilis numbers to them later on should prove easier.

Only the Corwin books are cannon. Everything else is just fluff.

later
Tom

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