A scenario about dangerous experiments for the Amber DRPG
Towards the end of 1998, I (once again) got enraptured in the possibilities of Amber. And as a Terminal Player[1], it was surprising to me that I started conceptualizing a campaign. I suppose I can thank MaBarry and her collection of Top 20 Amber Campaigns that I started scouring over during the holiday season. It's also partially the fault of Wendi Strang-Frost and her friends for having such amazing pages about their adventures in Amber, or Endeavor's page detailing the chronicle she played in, which was the first decent page about Amber I ever found on the web.
This chronicle was started in 1999, but it only lasted a couple sessions before it became unfeasible for me to run a game. Here are the leftovers for you to peruse, as well as being a blueprint for another campaign, should I ever choose again to run one. These pages were updated in the beginning of 2002, to fill in the gaps with what information I had, and to clean up the html.
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General Information |
Player Resources |
Player Characters |
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GM Nifties |
Other Links |
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Contact the webcobbler, or visit Side Zero.
The labyrinth image used in the top corner of this page was taken from
the cover of Remembering
the Way: Ceremony in Honor of the Labyrinth at Chartres, by Joan McMillen.
The labyrinth image is what a lot of people think the Pattern looks like,
and is part of the floor tiling at the Cathedral of Chartres in France.
It very well may have inspired Roger Zelazny, who seemed to have a liking
for France and showed it through Corwin's words.
[1] Terminal Player (n.): A gamer that avoids the
role of GM like the plague, for whatever reason.