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: Continuing adventures in the universe of the FBI Special Operations section, the British Regiment of the Keys, and parallel dimensions of worlds, where strange civilisations seem to think that Earth is either a resource or an opportunity for gain.
Mechanics/Restrictions: Existing characters are always welcome to return - new characters start on modern day Earth, somehow connected with either FBI or British army special operations, and characters are generated prior to the con using a quiz I will send out.
This game will be different to the ones run in other slots. Players are welcome to sign up for one, some or all of them.
Players must have e-mail access.
Character Generation: Before Con
Play Level:
GM(s): Tim Hart
Description: Dude! The PATs (Pattern Aptitude Test) are coming up and due to your totally heavy party schedule you haven't had time to study! What's a Dude to do? Steal the answers obviously. One problem though dude, the answers are like totally in Mr. O's office, locked in his desk, hidden in the magically and technologically guarded Amber High...still it's easier than studying.
Mechanics/Restrictions: It is a Dude game. Characters are based on the Elders as high school stereotypes. The stoner, the jock, the nerd...etc. Attitude and having fun are way more important than stats.
Players must have e-mail access.
Character Generation: Before Con based on 100 points
Play Level: Intermediate
GM(s): Sean McCabe
Description: The nightmares keep coming. You've screwed up big time, and the past won't let go. It haunts your waking steps; it skews your perceptions. It's eating you alive.
Too bad your conscious mind won't let you remember the details. Maybe within them there would be release.
Mechanics/Restrictions: Characters made at Con. Gaming experience not traditional Amber, though loosely set in that world.
Notes: Game runs in both slot 3 and slot 8, but is NOT a two slot game. Plot is largely driven by the character creation process (part of a scenario) so duplicate play is OK, but not ideal. Sign up for one slot or the other, but both only if you're a glutton for punishment.
Character Generation: At Con based on 150 points
Play Level: Any
GM(s): John Czarnota
Description: He could taste death in the water long before he actually saw the body. Licking his lips, he guessed that it had been stewing down here for a few days before anyone found it. He hated himself for having such a refined palate in such matters, knowing that it meant he'd been doing this job too long.
An assortment of constables stood or swam about the area, taking in the details. A couple were sketching out the crime scene.
As he entered, one of the constables called out, "Hey Inspector! They sent you down here for this, huh?"
"Yeah, they thought it might be connected to that serial killer," the inspector called back. "What do we got, Seargant?"
"Hard to say," the seargant responded. "We left the body for you to look at, but there ain't much to see. Crabs and catfish have been working at it for a while so it's pretty chewed up. Some personal effects indicate that it may have been a prostitute, but that's all pretty iffy."
"I think we have something!" one of the other investigators called out, holding up something that he found tucked under some furniture. "Looks like a noble crest."
"Local?" the Inspector asked, dreading the question.
"Nah, looks like something from Amber," the investigator responded.
"Amber, huh?" the Inspector said with a sigh. "I hate dealing with those people."
Mechanics/Restrictions: Rebma is a hard realm where death comes easy, especially in the poor parts of town. All types can be found living in the poorer parts of the city: criminals, Amber nobles looking for a piece of strange, political refugees, migrant demons from the Courts of Chaos and squamous entities from the pelagic depths. They live and die in perpetual water and darkness, struggling to find their way in a harsh land of predators and prey.
This game is a gritty, street level game set in the poor parts of Rebma where the players will get caught up in intrigue, vice and murder. My hope is to have this be a character-driven mystery game. It will use a simple character creation system to build characters. Characters created before the Con will have more perks than those created at the Con. Because I build the game around the characters, your ability to enjoy this game will be severely impacted by not providing a character in advance.
Players must have e-mail access.
Character Generation: Before Con based on 0 points
Play Level: Intermediate
GM(s): Jeremy Zimmerman, Jennifer Zimmerman
Description: The real world in the fall of 1941.
ShadowWorld is a diceless roleplaying game based in our world in May, 1941, playing operators for a recently formed, unusual branch of the Special Operations Executive. They are sent out to interrupt the nonstandard research and development efforts the Third Reich is performing: black magic, psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are operators of the SOE, with magical, psionic gifts or mutations, sent on mission into occupied Europe.
It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.
Note that this setting shares game mechanics, but no cosmology, history, or anything else with the 'Mainline' ShadowWorld campaign.
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 a background, skills, et-cetera, that makes you suitable to be recruited by the SOE, an English organization (e.g. resistance, intelligence, military, et-cetera).
You must be able to pass for a German in the more selective of its armed forces (e.g. blue-eyed, blond-haired, physically well), and not only speak German like a native, but have an understanding and appreciation for Germany and its culture (e.g. exchange student, German nanny, et-cetera).
Your character will have one or more psionic powers or mutations. You can find the rules for these at http://mainline.shadowworld.org/forums/files/shadowworld_corerules_r8v3.pdf. You have four (4) points to create your character's powers.
If the kindly GM does not get any character updates he asks for by the weekend before the Con, you won't be able to play.
Players must have e-mail access.
Notes: We will splurge remaining food vouchers, money and all to conduct the traditional chicken armageddon sometime mid game.
Character Generation: Before Con based on 4 points
Play Level: Any
GM(s): Edwin Voskamp
Description: The PatternFall war begun by the Amber family is now over many decades. Moire, Queen of Rebma has held that reflected turmoil away from the Enigmatic City by force of will.
Finally a price must be paid. You go to the palace to place yourself in Moire's hands and meet your destiny. Your noble families, knowing the power of their blood of old, have selected you to Wed the Soft Cimmerian and quiet the Fomoire. You will dare the Afanc Labyrinth of Mirrors and champion Rebma.
Be joyous. Those joined in the sight of the Sea Hag shall only be torn apart by the Darkness.
Now you will feel no storm, for each of you will be shelter for the other.
Now you will feel no cold, for each of you will be warmth to the other.
Now there will be no loneliness, for each of you will be companion to the other.
Now you are fluidic souls, but there is only one life before you.
May beauty surround you in the journey ahead and through all the years,
May happiness be your companion and your days together be good and long within the double-dozen seas.Prior reading of 'Alyse through the Afanc Glass' by Llewes Carroll is not required.
Zelazny canon game.Mechanics/Restrictions: PCs must be from Rebma built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Special powers only by GM approval.
Players must have e-mail access.
Notes: Expect the kind of fun that tired gamers generate.
Character Generation: At Con based on 80 points
Play Level: Intermediate
GM(s): R.F. McCaughey
Description: The exploration of the New World continues in the overnight campaign.
Notes:
Character Generation: Non-Applicable
Play Level: Advanced
GM(s): Rae H. Williams
Description: While the cat's away...
Character Generation: Non-Applicable
Play Level: Intermediate
GM(s): Scott Piippo, George Gitari
Description: "Texorami was a wide open port city, with sultry days and long nights, lots of good music, gambling around the clock, duels every morning and in-between mayhem for those who couldn't wait." -- Random, Sign of the Unicorn
Been a long time. Things have changed. Some folk have moved on. Some have passed on. Some have got themselves hitched. The Black Sands are just a mess of ugly black glass now. The storms have passed. Texorami endures.
So guess who just rode into town?
Restrictions: Players must have e-mail access.
Notes: May run late. Nothin' new there. Bring your leftover food vouchers for the traditional late night Texorami buffet.
http://home.comcast.net/~arrefmak/tladit/
Character Generation: Non-Applicable
Play Level: Advanced
GM(s): Doc Kindred