How Erick Wujcik gamemastered Amber

I am particularly grateful to Erick Wujcik for three things.

First, for writing Teenage Mutant Ninja Turtles (among so many other books). I grew up with the real Turtles comics, not the child-oriented, pizza-eating funny green turtlemen on television. The game gave me so many ideas. Thanks for that.

And second, I’m grateful for Amber Diceless. This game has influenced me like no other. This game brought me to free-form role playing. This game, in its more than 250 pages (almost all of them with tips for gamemasters), introduced me to Amber – I discovered the books after the game, in 1991.

In a rather interesting discussion on an Amber Diceless forum I asked the question how gamemasters use the rules in-play. While I either play it by the book or totally freeform, the question came up how Erick actually played Amber.

Finarvyn, an Amber Diceless (and OD&D) veteran who often played with Erick, responded (emphasis added by me):

Well, in my experience Erick didn’t ever look at a rulebook. Heck, he hardly ever looked at our character sheets. 

I think he built a general “character concept” in his head – this guy is good here but bad there, that kind of thing – and then just let us play. It seemed like he would simply decide based on if we tried clever things or not when we had the chance to act out our actions. When I talked to him about rules I got the impression that he bent or broke them on a whim if it made the storyline progress better and made the game more fun. He always seemed to put the story above the mechanics.

All the more reason why I feel so connected to him.

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