I just ran my first Amber Attribute Auction in more than a decade. I had invited a large group of players, but as of this morning, only 3 had confirmed that they'd definitely be playing, and one of those 3 said he unfortunately was probably going to have to miss the character creation system. 3 dependable players is enough to run a good Amber campaign, but it's not really enough to run an Attribute Auction, so I spent a good chunk of the day unnecessarily prepping for how I might handle character creation for 2 or 3 in a way that would allow me to seamlessly add another player or two at a later date.
For those unaware of the intricacies of Amber, the auction has 4 major Attributes (Psyche, Strength, Endurance, and Warfare) and player bid against each other to be "1st Rank" in each. This is fundamentally broken with less than 4 players, and can easily fall apart even with 4. Basically, if one player manages to be first rank in 3 of the 4 attributes, you'll potentially have some very painful balance issues should those characters come to cross purposes. So I was worried.
Needlessly.
When the appointed time arrived, people just kept showing up to the google hangout and Roll20. I ended up with 7 players!
The auction went smoothly, despite my being a decade out of practice. If anything, my being rusty may have actually helped. I didn't oversell the attributes, so people had enough points to get Powers. Here's the Attribute "rungs" we ended up with:
Psyche rungs: 4 / 7 / 10 / 12 / 17
Strength rungs: 1 / 3 / 6 / 7 / 8
Endurance rungs: 5 / 7 / 10 / 12 / 15 / 16 / 17 / 18 / 19 / 20
Warfare rungs: 2 / 5 / 7 / 10 / 12 / 15
It's kind of "weird" that 1st Rank didn't cost more than 20 for anything, and that Endurance was the highly competitive stat. Neither of those feels "normal", but they don't strike me as problematic either. Nearly every character ended up with Pattern, so they'll be able to move around the universe easily and they have reasons to interact. They're all cousins, and they have a vested interest in the prosperity of Amber.
This current batch of characters just feels like they are going to be so much easier to build stories for, than the crazy mixed-up groups of disconnected characters at the start of all my previous campaigns. No inexplicable enigma characters without a connection to either Amber or Chaos. No worries about anyone being "Shadow Lame" and unable to travel to the worlds where the plots are. No one caught in the unfortunate bind of having 60 points of Psyche and no Powers to use with it. This seems pretty great.
My only concern is in running a game for 7 players, especially a game like Amber where those 7 players are likely to frequently scatter to the ends of the universe. It's going to give me a serious workout each session, but thankfully we're only meeting every second week and I'll have plenty of time to catch my breath on off weeks. Should be fun. Wish me luck!
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