- Mood:
amused
And now the Game That Should Not Be Mentioned ... CAN Be Mentioned!!!!
It will be called Time Under Chaos.
And here's the premise ...
Amber won the battle - and lost the war. The Battle of Patternfall was won - and then the storm passed over, and in its wake ...
The Pattern was gone. Order should have been gone from the Universe with it, and yet ...
Rumour says that Corwin's Pattern survived - a new Order. But its whereabouts are lost; no-one except Corwin knew where it was inscribed - and Corwin is lost.
A hundred years have passed. A hundred years of Chaosian occupation of Amber. The Chaosians have installed their own puppet-King on the throne of Amber - Merlin, who is still a heedless, irresponsible youth, more interested in getting drunk with his cronies and outraging the citizens of Amber with his wild exploits than in ruling; power resides in the hands of his elder half-brother Mandor, and those of Amber who have thrown in their lot with the former enemy.
But there are those who oppose the status quo - those who would foment rebellion. The penalties are hideous if they are caught, but still some dream of a time when Amber will be free of the alien domination.
So where do you stand?
Are you one of those Amberites who are working with the Chaosians, resigned to doing the best for your people by collaborating with the enemy? Or perhaps you have an eye to the main chance, and have discovered that loyal service to Chaos brings pleasures of its own? Perhaps you are a Chaosian,stationed in Amber (which you might see as your penance, or a pleasure). Perhaps you are one of the King's young and heedless friends. Or perhaps you are - covertly or openly - a member of the Resistance; fighting in Arden with Julian or, more mysteriously, with Caine.
~~~~~~~~~~~~~~~~~
For more information, see:
Website: http://www.galacticrenaissance.com/time _under/
Wiki: http://www.gamera.cc/wiki/index.php?n=T imeUnderChaos.HomePage
As ever, we'll welcome lurkers!
And adore the icon - it's the game logo, designed by
bushi7
It will be called Time Under Chaos.
And here's the premise ...
Amber won the battle - and lost the war. The Battle of Patternfall was won - and then the storm passed over, and in its wake ...
The Pattern was gone. Order should have been gone from the Universe with it, and yet ...
Rumour says that Corwin's Pattern survived - a new Order. But its whereabouts are lost; no-one except Corwin knew where it was inscribed - and Corwin is lost.
A hundred years have passed. A hundred years of Chaosian occupation of Amber. The Chaosians have installed their own puppet-King on the throne of Amber - Merlin, who is still a heedless, irresponsible youth, more interested in getting drunk with his cronies and outraging the citizens of Amber with his wild exploits than in ruling; power resides in the hands of his elder half-brother Mandor, and those of Amber who have thrown in their lot with the former enemy.
But there are those who oppose the status quo - those who would foment rebellion. The penalties are hideous if they are caught, but still some dream of a time when Amber will be free of the alien domination.
So where do you stand?
Are you one of those Amberites who are working with the Chaosians, resigned to doing the best for your people by collaborating with the enemy? Or perhaps you have an eye to the main chance, and have discovered that loyal service to Chaos brings pleasures of its own? Perhaps you are a Chaosian,stationed in Amber (which you might see as your penance, or a pleasure). Perhaps you are one of the King's young and heedless friends. Or perhaps you are - covertly or openly - a member of the Resistance; fighting in Arden with Julian or, more mysteriously, with Caine.
~~~~~~~~~~~~~~~~~
For more information, see:
Website: http://www.galacticrenaissance.com/time
Wiki: http://www.gamera.cc/wiki/index.php?n=T
As ever, we'll welcome lurkers!
And adore the icon - it's the game logo, designed by
- Mood:
excited - but still sad
With a stunning ending post from Brian that I used to round off the final post.
It's over!
- Mood:
sad
This weekend will see the end of Enclaves - my GM'ed part, anyway - although I'm looking forward to seeing the codas.
But four years! So much has happened - in game and out.
And this weekend will also see the first step - the Call for Players for the new game.
But four years! So much has happened - in game and out.
And this weekend will also see the first step - the Call for Players for the new game.
- Mood:
sad - and also excited
Oh lud, I'm getting sentimental.
But remember the HUGE discussions we used to have on LJ?
But remember the HUGE discussions we used to have on LJ?
- Mood:
wistful
We are coming to the end of Enclaves ...
And I'm awfully sad.
It's been running four years now. I took a break when Dad had his final illness, and gave myself time before it started again, but it picked up energy again with amazing speed.
We still have half the original players:
hmace,
veazeyae, Tomus and Francesca. We've acquired some great new players over the years:
wraith808, my oldest Internet friend and a staunch ally (the games now run on his servers, and he's made all my lovely game wikis),
arden_ranger and
dirkcjelli. Some players left, others joined later and went too. The story has grown and changed in ways I wasn't expecting, and in other ways had built towards an end that was present in its beginning.
It was the first game I GM'ed all by myself, and it's taught me a few things - which I think have gone into making Winter Chills a stronger game, and which I think will also make the Game That Shall Not Yet Be Mentioned stronger too.
Some have to do with matching GM's needs and players' needs. Others involve timing - Winter Chills is showing me that zoning is a good way forward - that people can be zoned according to how much they want to post. And moved between zones as their schedules change.
One thing - if you let players play NPCs, you do it for a scene. You Do Not Let Players Become Attached the Their NPCs. It's one reason I didn't try to add more players - my own group were determined to play their NPCs to the hilt so, at times, I had double the charcters to post to. That won't happen again.
Above all ... I had the support of my players - not all of the all the time, but enough of a solid core to see me through difficult times. And that means a lot.
I just hope now that I can deliver an ending over the next few weeks that is worthy of you and of the game.
And I'm awfully sad.
It's been running four years now. I took a break when Dad had his final illness, and gave myself time before it started again, but it picked up energy again with amazing speed.
We still have half the original players:
It was the first game I GM'ed all by myself, and it's taught me a few things - which I think have gone into making Winter Chills a stronger game, and which I think will also make the Game That Shall Not Yet Be Mentioned stronger too.
Some have to do with matching GM's needs and players' needs. Others involve timing - Winter Chills is showing me that zoning is a good way forward - that people can be zoned according to how much they want to post. And moved between zones as their schedules change.
One thing - if you let players play NPCs, you do it for a scene. You Do Not Let Players Become Attached the Their NPCs. It's one reason I didn't try to add more players - my own group were determined to play their NPCs to the hilt so, at times, I had double the charcters to post to. That won't happen again.
Above all ... I had the support of my players - not all of the all the time, but enough of a solid core to see me through difficult times. And that means a lot.
I just hope now that I can deliver an ending over the next few weeks that is worthy of you and of the game.
- Mood:
elegaic
Sometimes ....
You write a post. And then, with glee, being this side of the pond, you wait all day for your players to respond.
You write a post. And then, with glee, being this side of the pond, you wait all day for your players to respond.
- Mood:
wicked
A year ago today, I sent the first private posts for Enclaves.
What a lot has happened in the game since then!
We started with several old aryb players: Rob (who was in at the start of Enclaves but had a long hiatus and character swap in the middle); Allen, Tomus and Stuart, who were both later joiners of aryb, as was Brian (who joined shortly before I did).
Then there were Katie and Aron, who I knew from other games, and two totally new players - Heather and Francesca. Heather came with recommendations from people I knew; Francesca put in a brilliant audition.
Nine players - but only Brian and I knew he was a ringer, who would make a sensational exit early in the game (he's a brilliant player and writer, and came in to help me ensure things got off to a strong start - on condition I promised to kill him off early).
A lot has happened in that time ...
Some players have left - Brian (obviously), Stuart (by mutual agreement, as he was finding problems with the style of the game), and Aron (hopefully just on a long hiatus). New players have come - Theresa, who is playing a brilliant Nora, and Alan, who is taking a little longer to shake down at the moment.
Eight players seems to be a good number. I might take on one or perhaps two more, if I meet the right players. I have a couple in mind ...
The players I have are brilliant. They are boundlessly enthusiastic. I expected the posting level to drop off after the first couple of months - in fact it has continued at over a thousand posts a month until very recently. I'm quite pleased the level is a little lower now - it seems to me a good, sustainable one.
Their characterisations have been excellent. Characters have grown by their experiences, and changed - but in convincing ways. The naive bunch who found themselves prisoners in Karadon have become strong and powerful ... ready to tackle their problems that lie ahead. And from now on, I think I'm ALWAYS going to open games with a disaster - it gets everyone together that much sooner ...
The players have coped with an unusual environment - well, lots of them. They've been brilliant at coming in and supporting each other, creating a wealth of NPCs themselves to support mine. I always wanted to give them a real hand in creating the game, and I think that has succeeded. It very much feels like a group work to me.
And they haven't uncovered all the secrets yet.
Settings ....
Bogatina, the industrial Shadow. The scene on the bus with the guards and the missing identity papers. It's one thing to be able to smite people - it's another thing to do it when everyone's being helpful ... just doing an officious job ...
The Sidhe University - and the lecture on the fallacies of Amber. Given by Merlin - although no-one knew his identity then.
The Shadow of the Corn - very creepy and weird.
The Castle of the Silver Rose - the Amber theme park. And Rob''s brilliant description - with the line to be treasured for all time - "Whatever the Castle of the Silver Rose was, it was certainly family-friendly."
Gramerye. The mysterious Arthurian Shadow with the Sansgraele. Allen's wonderful Erlenstar. Jennever's knack of finding Shadows where she's worshipped as a goddess.
It really has been a fantastic year.
What a lot has happened in the game since then!
We started with several old aryb players: Rob (who was in at the start of Enclaves but had a long hiatus and character swap in the middle); Allen, Tomus and Stuart, who were both later joiners of aryb, as was Brian (who joined shortly before I did).
Then there were Katie and Aron, who I knew from other games, and two totally new players - Heather and Francesca. Heather came with recommendations from people I knew; Francesca put in a brilliant audition.
Nine players - but only Brian and I knew he was a ringer, who would make a sensational exit early in the game (he's a brilliant player and writer, and came in to help me ensure things got off to a strong start - on condition I promised to kill him off early).
A lot has happened in that time ...
Some players have left - Brian (obviously), Stuart (by mutual agreement, as he was finding problems with the style of the game), and Aron (hopefully just on a long hiatus). New players have come - Theresa, who is playing a brilliant Nora, and Alan, who is taking a little longer to shake down at the moment.
Eight players seems to be a good number. I might take on one or perhaps two more, if I meet the right players. I have a couple in mind ...
The players I have are brilliant. They are boundlessly enthusiastic. I expected the posting level to drop off after the first couple of months - in fact it has continued at over a thousand posts a month until very recently. I'm quite pleased the level is a little lower now - it seems to me a good, sustainable one.
Their characterisations have been excellent. Characters have grown by their experiences, and changed - but in convincing ways. The naive bunch who found themselves prisoners in Karadon have become strong and powerful ... ready to tackle their problems that lie ahead. And from now on, I think I'm ALWAYS going to open games with a disaster - it gets everyone together that much sooner ...
The players have coped with an unusual environment - well, lots of them. They've been brilliant at coming in and supporting each other, creating a wealth of NPCs themselves to support mine. I always wanted to give them a real hand in creating the game, and I think that has succeeded. It very much feels like a group work to me.
And they haven't uncovered all the secrets yet.
Settings ....
Bogatina, the industrial Shadow. The scene on the bus with the guards and the missing identity papers. It's one thing to be able to smite people - it's another thing to do it when everyone's being helpful ... just doing an officious job ...
The Sidhe University - and the lecture on the fallacies of Amber. Given by Merlin - although no-one knew his identity then.
The Shadow of the Corn - very creepy and weird.
The Castle of the Silver Rose - the Amber theme park. And Rob''s brilliant description - with the line to be treasured for all time - "Whatever the Castle of the Silver Rose was, it was certainly family-friendly."
Gramerye. The mysterious Arthurian Shadow with the Sansgraele. Allen's wonderful Erlenstar. Jennever's knack of finding Shadows where she's worshipped as a goddess.
It really has been a fantastic year.
- Mood:
content