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<blockquote data-quote="Wofano Wotanto" data-source="post: 9279922" data-attributes="member: 7044704"><p>Somewhat tangentially, does any remember TSR's short-lived <a href="https://en.wikipedia.org/wiki/Amazing_Engine" target="_blank">Amazing Engine RPG</a>? It had a strange central premise where you'd play a character in whichever of the eight campaign setting books they published (or presumably a homebrew one of the GM's, but that was never really stated IIRC), and the experience you earned could either be applied toward your current character for immediate improvements or dedicated to your "player core" instead. Doing the latter meant all your future characters (both in the current setting if you died/retired and new ones in a different setting/campaign) would get improved starting stats. Effectively you could opt to skip your PC getting better to level yourself as a gamer up forever onward.</p><p></p><p>Not the same as jumping PCs between campaigns (which wasn't even hinted at, each book was its own independent thing), but it your actions in one game could wind up influencing every other AE game you ever played in. So kind of loosely related as a concept. If it hadn't flopped so badly (the books were in remaindered discount bins all over the place for the back half of the 90s) it would undoubtedly have produced some of the problems campaign-hopping can, with people claiming absurd amounts of experience for their player cores that let their new PCs start out much stronger than a new player. All XP legitimately obtained in games their grandmother ran for them, of course. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Only game I can think of that did anything even slightly like that was R. Talsorian's Dream Park, where you as a real-world player was adopting the role of an in-game "Player" PC who was in turn adopting a series of different roles in what amounted to AR Games within the TTRPG - and to add to the confusion, your PC could step out of their AR Game role during "breaks in the Game" to do stuff within the reality of the TTRPG's broader setting - usually corporate counter-espionage or mystery solving sort of stuff. Harder to describe than to actually play, but still a bit of a Russian nesting doll of roleplaying.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9279922, member: 7044704"] Somewhat tangentially, does any remember TSR's short-lived [URL='https://en.wikipedia.org/wiki/Amazing_Engine']Amazing Engine RPG[/URL]? It had a strange central premise where you'd play a character in whichever of the eight campaign setting books they published (or presumably a homebrew one of the GM's, but that was never really stated IIRC), and the experience you earned could either be applied toward your current character for immediate improvements or dedicated to your "player core" instead. Doing the latter meant all your future characters (both in the current setting if you died/retired and new ones in a different setting/campaign) would get improved starting stats. Effectively you could opt to skip your PC getting better to level yourself as a gamer up forever onward. Not the same as jumping PCs between campaigns (which wasn't even hinted at, each book was its own independent thing), but it your actions in one game could wind up influencing every other AE game you ever played in. So kind of loosely related as a concept. If it hadn't flopped so badly (the books were in remaindered discount bins all over the place for the back half of the 90s) it would undoubtedly have produced some of the problems campaign-hopping can, with people claiming absurd amounts of experience for their player cores that let their new PCs start out much stronger than a new player. All XP legitimately obtained in games their grandmother ran for them, of course. :) Only game I can think of that did anything even slightly like that was R. Talsorian's Dream Park, where you as a real-world player was adopting the role of an in-game "Player" PC who was in turn adopting a series of different roles in what amounted to AR Games within the TTRPG - and to add to the confusion, your PC could step out of their AR Game role during "breaks in the Game" to do stuff within the reality of the TTRPG's broader setting - usually corporate counter-espionage or mystery solving sort of stuff. Harder to describe than to actually play, but still a bit of a Russian nesting doll of roleplaying. [/QUOTE]
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