Introduction
by Edward J. Carmien
Artwork by Brad McDevitt
Child's Play I is the first half of a two-part Amber Diceless Role-playing adventure suitable for convention or pick-up play. Up to eight players can be accommodated, although five or six is an ideal number. "Child's Play I" provides a great opportunity for introducing players to the diceless role-playing concept. The sequel, "Child's Play II", is more enjoyable for those who have knowledge of the Amber universe.
This adventure uses the "here is an environment and an ongoing scheme" approach, rather than a straight linear approach. All that's needed is a copy of the Amber rules (although they aren't necessary for "Child's Play I") and a group of people. Included in this section of the adventure are: a Players Information hand-out, a Character Development hand-out, a Character Data Grid for the game-master (GM) to use, a description of the plot, a list of "Clews," and an overview of the different phases of the story.
But of course, you won't be playing Amber here. No, not at all. Put that right out of your head. It isn't Amber. It isn't Amber. It's just kind of based on Amber. That's right. That's the ticket.
Since this isn't Amber, there won't be an auction for attributes. Since this game really focuses on role-playing, all that's important are the details and development of the player characters. To help the players along (especially if the players have gotten together for the first time, as at a game convention) GM's should make photocopies of the Character Development hand-out and Player Information hand-out for each player.
First, go over the Player Information hand-out. It explains who the characters are (in general) and where "Child's Play I" takes place. Then have the players fill out their Character Development hand-outs. Filling them out should take about 10-15 minutes. GM's should remind players that this isn't Amber!
Optional: In a game where there are fewer than seven or eight players, GMs should seriously consider eliminating one (for five or six players) or two (for fewer than five players) of the four classroom areas in which characters can vie to be "King."
Character Name, Nickname: Fill this out to help develop your character. In this game, personality is all that matters. Really. It's the most important attribute. Please print clearly so I don't have to squint at your scribbles. Take all the time you like so long as you're done in about five or ten minutes.
Don't worry about all those Amber things like Psyche and Pattern. Who needs 'em? Your characters are a bunch of orphans, for crying out loud! Put your Diceless Role-Playing books away. You won't need 'em. Trust your GM.
Also, do not rumple, fold, spindle, snack on, chew, mutilate, or unduly fondle this handout. You will need it intact for Part II! Note too that your responses are confidential, so watch out for wandering eyeballs!
Name: Pick a kid's first name. It can be anything you like, so long as it's six or fewer letters in length and starts with the letter "E." Write that above. Then choose a nickname (anything you like) you might be known by amongst your peers. Think hard: you will be stuck with what you choose!
Nature: Is your character a "good" kid who follows all the rules all the time, a "bad" kid who makes a career out of bucking the system, or a determinedly "middle of the road" kid who does his or her best to fade into the woodwork?
Kid Lingo: Write down a slang term your character might use, and define its meaning.
King Of: Imagine your character could rule (in a kid way, of course) one of these four school-era realms. Which would you pick? Your choices are:
...and your method? How would your character go about accomplishing this?
Get Away! Would your character not compete in one of the above areas? Provide a reason why not.
Looks: What do you look like? A sketch (on the back) is worth a bonus
Pals: Are your pals those most like you, those unlike you, or no pattern? Also note if you have zero, a few, or many "Pals," and whether you would be "Pals" with an icky cooties carrying member of the opposite sex.
Icon: Since we're short on time to define these characters, help the GM key in on your personality and/or looks by listing what Amberite from the books you're most like. If you're not familiar with Amber, don't worry about it.
Grab-Bag: List anything else you think is important to know about your character. For example, favorite subject in school? Clever ways to wear the RHOC uniform? (Which is robin's egg blue shirt or blouse and navy corduroy slacks or knickers. Note that there is NO cross-dressing at RHOC!)
Once the players have filled out their Character Development hand-outs, collect them and note the pertinent information on the Character Data Grid. Of course, GMs should also familiarize themselves with the player characters.
Name and Nickname should go in the first box, while the name of the Amberite the player has chosen as their "icon" should go in the second. Put the name of the "Realm" or school area they've chosen to be "King" of in the third box, and if they chose to avoid a Realm, write it down in the fourth box. The "Pals" box is for listing the character's proclivities for making friends - handy when it comes time to manage a large number of interactions quickly. In the last box, note a plus, a minus, or a zero, depending on the character's response on the Character Development sheet to the question about being "Good, Bad, or Neutral."
Of course, "Good, Bad, or Neutral" is really Good, Bad, and No Stuff, and The Schoolyard is Strength, Sports is Warfare, Classroom is Psyche, and Gym is Endurance, but if the players are sharp enough to pick it up (and most should be: it's pretty obvious) don't confirm or deny. The message should be: this isn't Amber!
Because of course it's not. Not at all.
Note that the "Notes" area is also a good place to list all the "kid lingo" to help GMs add flavor to the speech of the other kids at the RHOC.
As GM, it's your responsibility to see to it that the players get in the right mindset for the game. Since all of this explanation and filling out of forms might take as long as an hour, it's important to make it a fun part of the game.
When reviewing the information sheet, emphasize the Dickensesque quality of the RHOC, except that it seems to be more of a 1930's Depression-era situation and technology level. Everything is dirty, especially outside, and the city right around the RHOC is in fact deserted. Only far off in the distance can the lights of nighttime be seen from the upper windows.
Of course, it's important to remind players that this isn't Amber. Why? Because it isn't. You're just using the general Amber "diceless role-playing" idea to run an entirely different game. Be convincing, yet cheerfully slimy when you announce this, and announce it often.
When players ask about who their characters really are, tell them what they're supposed to know: "Am I really an Amberite?" they might ask.
"Of course not!" you should reply with a hearty grin. "Don't be ridiculous. You're just a kid, and besides, what's an Amberite?"
If anyone wants to know if you'll be using the Amber system, tell them to put their books away. They won't need them, except perhaps at the beginning when they choose an Icon. And don't forget to emphasize that the Icon thing is just a way to get a quick idea of what their character acts and looks like.
In short, GMs should lie through their teeth, and smile while they do it, in order to set up the proper atmosphere. The players are playing characters who are kids, powerless chumps in an orphanage called the RHOC. The most terrifying figure in their firmament is the Proctor, and the other male instructors aren't much less scary. It's a hell of a place to be, and the players should be focusing on who they are and then, when the action starts, what they can figure out about the place they are in.
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