Good Stuff

Dec 07, 2007 10:36


This is a powerful player resource to advance the story not a character resource to win a conflict. Players may hold on to an amount of Good Stuff during a session equal to their Passion. Unspent Stuff may be used at any time.

Gain Good Stuff for in the game for playing well, involving Connection, accepting Aspect Compels and resolving Passions.  ( Read more... )

rpg, amber

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Comments 3

tristam December 7 2007, 17:31:29 UTC
Swapping out Good Stuff for Fate points. That has potential. Is there a Bad Stuff equivalent?

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johnpaul613 December 7 2007, 17:51:06 UTC
I've tried to implement "Bad Stuff" but it seemed overly complicated. Bad Stuff is just the lack of God Stuff. If you want to divide them up it wont make any mechanical difference to the hack.

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cochese December 7 2007, 17:56:32 UTC
So far I like. I'm eagerly awaiting the Game Mechanics section to see how you can influence a conflict. Until I read this, my thoughts for my next Amber game involved ditching Good Stuff but still allowing Bad Stuff, and then using a Fan Mail type mechanic to allow people to buy bursts of luck. But I like the way you've handled this. It's a lot more concrete than the "Hail Mary" approach to influencing actions.

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