![]() |
House RulesThe Amber DRPG was always intended to be a flexible rule system. It is difficult, if not impossible, to play it without interpreting the rules, making a game system unique to the group playing it. I have some fairly particular ideas on how I like to run a game, so I am not shy about making house rules. The Amber DRPG is also old. It has a lot of very good ideas, and it has some well known problems. I will be adding elements wholesale from a new game, Nobilis. I've given the integration a bit of a test run with my local friends, and it seems like a match made in heaven. It may seem... heck, it's true that these House Rules are more about stopping you from doing some things than they are about helping you to do new things. I hope that's not too off-putting. I tend to GM in a style where anything not explicitly prohibited by the rules can be attempted (and probably achieved). That means that I want to get my explicit prohibitions out in the open very early. So, here they are: |