AA (Alternate Amber) - It's Amber...sort of (i.e. Ambermaniacs).
EL (Elders) - Characters will be Elder Amberites from the books.
FF (Freeform) - A game run in near real time, does not have 'traditional' game structure.
KF (Kid Friendly) - Game is appropriate for younger players.
NA (Non-Amber Game) - Game does not take place in the Amber universe and is completely unrelated to Amber.
NC (New Campaign) - The start of a new game that will continue at future conventions, usually with the same players.
OC (Ongoing Campaign) - A continuing campaign played from year to year, usually with the same players.
SM (Seminar) - Event is a discussion of a specific topic, not a game.
SR (Series) - A series of separate, self-contained adventures, set in the same universe, often with different players.
SW (Shared World) - Characters are from existing or defunct campaigns but their histories are modified so that they are all part of the same universe and are usually familiar with each other.
TW (Throne War) - Everyone tries to kill each other or form alliances to attain a goal.
UC (Unique Characters) - Characters are created specifically for this game world, as opposed to being from existing or defunct campaigns.
XO (Crossover) - Characters are from existing or defunct campaigns and arrive from different universes with their history intact.
Description: An Elseworlds adventure. It was the worst war the Green Lantern Corps had seen; worse than the Kree-Skrull War or the Shi'Ar Dark Phoenix Defensive. Oa was under direct attack by a force responsible for the deaths of thousands of worlds and Lanterns were dying faster than the rings could find new recruits. When Oa finally fell, the remaining members of the galaxy's greatest peacekeeping force retreated to Earth to get the help of Earth's greatest superheroes. Earth has always had a unique place in the galaxy but now it has become the home to the great power battery and the Green Lantern Corps. Recruiting has begun. Will you stand with the Lanterns in their darkest night?
Mechanics/Restrictions: Players can play almost any character from DC or Marvel comic books. This scenario has been designed for "cosmic-level" characters, but characters with less power will be welcome and may get their own Green Lantern ring to help them stand against the latest threat to come to Earth.
Players must have e-mail access.
Character Generation: Before Con based on 2 points
Play Level: Any
GM(s): James Arnoldi
Description: Return to earlier times, when good King Oberon ruled over the growing trading port of Amber, and His Majesty's handpicked guard, the Royal Blades, kept the peace. The disaster that befell the fleet at Aramil must have roots in Amber. Can the King's men, paragons of honor and swashbuckling elan, find the traitors and bring them to justice?
Mechanics/Restrictions: Full rules and background at http://ralf.org/~colomon/amber/dboa.html
Players must have e-mail access.
Character Generation: Before Con based on 11 points
Play Level: Any
GM(s): Sol Foster
Description: Amber City. Sitting at the hub of the Golden Circle, she is easily the wealthiest city in many worlds. That you live day to day in abject poverty is thus unforgiveable.
Join us for a look at Amber's darker side - royalty from the perspective of a street waif.
Mechanics/Restrictions: No powers, just stats and "stuff." Accent on story and character, not system.
Players must have e-mail access.
Character Generation: Before Con based on 0 points
Play Level: Intermediate
GM(s): John Czarnota
Description: Everyone has scars. Very few scarred by Grendel or the storms that follow live to show them off. They are there, some long lost, some as normal on the surface as you. Or me.
Fifteen years after Grendel was killed and his myth unmasked in New York City, the wounds he left linger on....
If you have played any Grendel game before, and your character survived, you may bring him or her back to this game....
Mechanics/Restrictions: Modern day Earth characters will be developed IN ADVANCE OF THE CONVENTION based on a character quiz. Your enjoyment of this game is highly dependent on the depth of your character's development. DO NOT SIGN UP for this game if you are too busy to do the quiz and e-mail back and forth considerably in the weeks leading up to the Con.
Players must have e-mail access.
Character Generation: Before Con
Play Level: Any
GM(s): Simone Cooper
Description: Misplaced Amberites from a variety of alternate Ambers are rescued from oblivion and given a new Amber to share, and a mission: All they have to do is survive.
Mechanics/Restrictions: Please bring characters that you've played in other Amber games. No exalted powers. No artifacts above 35 points. Constructs and personal Shadows will not come into play.
Players must have e-mail access.
Character Generation: Before Con based on 250 points
Play Level: Beginner
GM(s): J.P. Brannan
Description: The Justice Legion is the premier super-team, its roster composed of the world's mightiest heroes. Long have they striven to keep the citizens of the world safe by standing for truth, justice, and honor; however, there are some jobs that, while necessary, cannot be associated with the heroes in whom the public has placed their trust. These are handled by lesser-known and, in some cases, unacknowledged, members of the Justice Legion Militia.
Mechanics/Restrictions: Revised rules since last year, probably resolving some flaws resulting in unbalanced characters with apologies to the two players who were bored. Returning characters welcomed, but we need to rebuild them on the new rules.
Notes: May run late.
Character Generation: Before Con
Play Level:
GM(s): John Schippers
Description: Are the Objects real? Oh yes, you have seen them in action. Some people think the Objects are a conduit to God. Some people think they contain a piece of the firmament of Heaven. Who's right? Does it matter? Some of the Objects are powerful, some are useful, some are odd, and some are just plain quirky. Together the Objects may be capable of changing the very fabric of reality. What are you willing to do to possess the Object of your obsession?
Objects is set in a modern day world much like our own with a slightly darker tone. Objects is inspired by the SciFi Channel miniseries The Lost Room.
Mechanics/Restrictions: Characters will be created via e-mail before the Con. Players will describe their character and we'll work together to fill in the underlying system info.
Players must have e-mail access.
Character Generation: Before Con based on 25 points
Play Level: Any
GM(s): Stephen Acton
Description: "Amber isn't at war with Rebma! Unicorn forbid. His Majesty King Random is, of course, aware of the scuffles at the edges of Rebma's air trade network, and has offered whatever help with the matter Her Majesty Queen Moire desires." -- Amberite attache quashing an attempt to liven some interminably dull party.
You are the swashbuckling stalwarts of the skies, the captain and crew of a top-of-the-line Rebman airship, defending Her Majesty Queen Moire's air trade network from all that would threaten it! As much as you can be, in a political environment best described as "volatile". Honor and duty, of course; glory, almost certainly!; secrets and betrayals.... Well, yes.
The universe-rending shadowstorms that came with the death of Amber's King Oberon swept many bits of human flotsam to the shores of the One True World. One of these was a brilliant scientist and engineer, who through methods perhaps shady and perhaps dashing, defected from Amber and came to rest in Rebma, where his presence kicked off a revolution in industry, economics, and equality. The Airship Corps offers for the first time a path to power for men in addition to women. The network of air-linked Shadows that Princess Llewella is building brings new faces and thoughts to the depths of Rebma. The old guard grumbles at the rapid changes muddying the waters.
In Amber, meanwhile, King Random is apparently devoted to stasis. Despite cosmetic patches, bad blood runs deep between the mirrored monarchs of the Real world. No one is sure when, or even whether, he will make some move to repress Rebma's new-made economic and military power. And somewhere out on the mad edges of reality Chaos still lurks, with none knowing what, precisely, the war won.
Mechanics/Restrictions: Characters will be generated using an auction modified by Kristen Schleick, Jack Schleick, and David Golden's Pit of Vipers system, so be sure to arrive on time. I will send out a more detailed explanation of what to expect before the Con.
Character Generation: At Con based on 150 points
Play Level: Intermediate
GM(s): Madeline Ferwerda
Description: Your family, scheming brood of vipers that they are, has ruled over the Realm for time out of mind. But now a powerful enemy is at the gates and the safety of the Realm is at stake. You must band together to protect your land, but you must do so while skirting the schemes of your family as well. Even with death at the door, their trecherous dance continues.
Mechanics/Restrictions: This game will use a variation on John Wick's Wilderness of Mirrors. The original rules are designed for spy based games but it seems like an excellent mechanic for representing a royal family defending their home against an external threat while simultaneously uncertain how far they can trust their own fellow defenders.
I will not come to the game with a plot or setting in mind. Instead we will collaboratively build them at the beginning of the game. We'll decide and define who the players represent (Royal family of Amber? Royal family of Chaos? Or, Heaven forbid, Dworkin's children in Juniper? Something else entirely?) and what the external threat facing the realm is (The Courts of Chaos? The armies of Dalt? Brain chiggers from beyond space and time? Who knows?) and then play from there.
It should be noted that this is less of a roleplaying game in the Amber sense of the term and more of a story game in the Primetime Adventures/InSpectres sense of the phrase. There are dice and the dice rolls are used less to determine success/failure but narrative control when taking a risk.
I will contact the players before hand with a summary of the rules for their benefit.
Character Generation: Before Con based on 0 points
Play Level: Intermediate
GM(s): Jeremy Zimmerman
Description: Oberon used up the lives of his first set of sons and daughters, will this next bunch suffer the same fate?
Character Generation: Non-Applicable
Play Level: Advanced
GM(s): Michael Kucharski
Description: Year 5 of Dark Amber III, and year 15 of the Ambercon Dark Amber campaign. The final year. (Started in '93; we skipped '06.) We aim to wrap things up. Really. Truly. We'll see what Brand of trouble the player characters get into before the End....
Character Generation: Non-Applicable
Play Level: Advanced
GM(s): Cliff Winnig
Description: Everyone has scars. Very few scarred by Grendel or the storms that follow live to show them off. They are there, some long lost, some as normal on the surface as you. Or me.
Fifteen years after Grendel was killed and his myth unmasked in New York City, the wounds he left linger on....
If you have played any Grendel game before, and your character survived, you may bring him or her back to this game....
Mechanics/Restrictions: Modern day Earth characters will be developed IN ADVANCE OF THE CONVENTION based on a character quiz. Your enjoyment of this game is highly dependent on the depth of your character's development. DO NOT SIGN UP for this game if you are too busy to do the quiz and e-mail back and forth considerably in the weeks leading up to the Con.
Players must have e-mail access.
Character Generation: Before Con
Play Level: Any
GM(s): Simone Cooper
Description: Year 13, Da-da-da-dummmm. Players should contact GM at least 48 hours before the Con (if they have not already done so). Game will start with player recapping events so far. Most importantly, if you can not attend (all or part) please let GM know ASAP.
You can give me your thoughts before the Con by e-mail or phone: qwyllysh@verizon.net and (304) 685-6480 respectively.
Character Generation: Non-Applicable
Play Level: Advanced
GM(s): George Gitari
Description: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba, Ecuador and Vanuatu, formed a Commonwealth). For (much) more detail, register at http://mainline.shadowworld.org/forums/ and let me know, so I can provide access to the 'operators only information' and read the 'Public Knowledge' forum.
ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is a ShadowWorld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. Things have been getting seriously out of hand. The players are psionically gifted operators of a secret organization sent on a mission.
Though an ongoing world setting, it is an episodic campaign: new players are welcome.
CONTENT WARNING: ShadowWorld involves many adult themes, in particular, if you take (your) religion seriously, playing ShadowWorld likely is not for you.
Mechanics/Restrictions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more psionic powers. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have sixteen (16) points to create your character's powers.
Players must have e-mail access.
Notes: Let me know by e-mail if you want to play in this.
Character Generation: Before Con based on 16 points
Play Level: Any
GM(s): Edwin Voskamp