Robert Donoghue on Amber
Saturday, May 31st, 2008Quite a few gamer friends of mine are fanatical cultists of Amber, the diceless RPG based on Roger Zelazny’s dimension-hopping setting. Robert Donoghue has some Amberish thoughts, and manages to put his finger on precisely what’s always bugged me about the setting.
For those unfamiliar with it, Amber basically posits an infinite number of universes, each one only fractionally different than the ones next to it, and the princes of Amber travel through these realities (‘shadows’) by making progressive changes in their environment. This means that no place but Amber (Where you can’t do this stuff) is really unique. If you find a place you like, but accidentally blow it up or something, you just move to an otherwise identical universe where your bartender is left handed.
Now, this model works fantastically if you heartily want to buy into the idea that only Amber and its princes matter* but if you step away from that at all it gets a bit dodgy. For example, it’s hard to say any given place matters in some unique way, or to say any _person_ matters, since a replacement is just a quick shift away.
Now, my exposure to the setting is limited to reading the books, and one convention-style one-shot game several years ago which probably didn’t expose me to the game’s strengths. But I’ve always found it’s played bait-and-switch on me; it purports to be about parallel universes, but what you really get is a dynastic soap opera where all those potentially fascinating parallel universes are just insubstantial background.