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<blockquote data-quote="Luthien Greyspear" data-source="post: 2500929" data-attributes="member: 34334"><p>My list is a lot like PJ-Mason's, Herpes Cineplex', and Thanee's. I've been in at least a pick-up game for most systems, and am currently floating characters in the following:</p><p></p><p>GURPS Traveller (two, two, two systems for the price of one!)</p><p>In Nomine</p><p>Pendragon</p><p>Star Wars d20</p><p>Fading Suns (original rules)</p><p></p><p>I'm also running sporadic campaigns in the following systems (besides my regular D&D campaign):</p><p></p><p>Shadowrun</p><p>Aberrant</p><p>WereMage-ling (WoD without bloodsuckers as PCs)</p><p></p><p>I also take the habit of playing in multiple systems a step further: I change systems mid-campaign, and put characters right into another game (and its rules system) for whole arcs of the story.</p><p></p><p>Example: A few years ago, way back in the Flint Age (AD&D 2nd Edition), I had the party tracking down a quartet of elemental artifacts. These were supposedly the primal, original artifacts that were first enchanted to contain the four elements, and the party was in possession of one. As they found the second and third, they became targeted by the possessor of the fourth, an undead dao (evil earth djinni) that had gone totally bonkers. It held the Earth artifact, and had access to a unique gateway once owned by Xagyg the Mad. It was a portal to 'other Oerths'. Party and dao fight, party wounds it sufficiently to drive it into retreat, it flees through the gate. The three party members who hold the artifacts decide they have to rescue their 'brother' (the artifact), and they leap through the gate after him. Session ends on a cliffhanger.</p><p></p><p>Next week, I describe the scene to the players: ruined castle(?) with what looks like a battlefield visible through the holes in the walls. Various humanoid figures are seen laying against walls, huddled together. Party checks one...it's an orc! He mumbles something about being left alone, rolls over, and passes out. Suddenly, from out of nowhere, 5 bizarre, impossibly loud horseless vehicles come barreling into the courtyard, their drivers firing odd magical wands at the various humanoids, who panic and try to run. Party paladin, deciding that even orcs don't deserve this, leaps (ring of jumping) to defend one female orc. Guy on bike gets annoyed, pulls an SMG, and nearly cuts him in half.</p><p></p><p>At this point, I tell the character that he's taken a Serious wound, plus three boxes, and hand everyone their SHADOWRUN character sheets. For the next five or six sessions, the party had to maneuver through Sixth World Seattle, find the evil dao (who was going to use the earth rock to cause a reactor to overload, just because), and get home via a meta-astral quest.</p><p></p><p>I've about to do the same to the party with Werewolf: Wild West. Mixing genres and systems can be fun, if you know all the systems involved really well.</p></blockquote><p></p>
[QUOTE="Luthien Greyspear, post: 2500929, member: 34334"] My list is a lot like PJ-Mason's, Herpes Cineplex', and Thanee's. I've been in at least a pick-up game for most systems, and am currently floating characters in the following: GURPS Traveller (two, two, two systems for the price of one!) In Nomine Pendragon Star Wars d20 Fading Suns (original rules) I'm also running sporadic campaigns in the following systems (besides my regular D&D campaign): Shadowrun Aberrant WereMage-ling (WoD without bloodsuckers as PCs) I also take the habit of playing in multiple systems a step further: I change systems mid-campaign, and put characters right into another game (and its rules system) for whole arcs of the story. Example: A few years ago, way back in the Flint Age (AD&D 2nd Edition), I had the party tracking down a quartet of elemental artifacts. These were supposedly the primal, original artifacts that were first enchanted to contain the four elements, and the party was in possession of one. As they found the second and third, they became targeted by the possessor of the fourth, an undead dao (evil earth djinni) that had gone totally bonkers. It held the Earth artifact, and had access to a unique gateway once owned by Xagyg the Mad. It was a portal to 'other Oerths'. Party and dao fight, party wounds it sufficiently to drive it into retreat, it flees through the gate. The three party members who hold the artifacts decide they have to rescue their 'brother' (the artifact), and they leap through the gate after him. Session ends on a cliffhanger. Next week, I describe the scene to the players: ruined castle(?) with what looks like a battlefield visible through the holes in the walls. Various humanoid figures are seen laying against walls, huddled together. Party checks one...it's an orc! He mumbles something about being left alone, rolls over, and passes out. Suddenly, from out of nowhere, 5 bizarre, impossibly loud horseless vehicles come barreling into the courtyard, their drivers firing odd magical wands at the various humanoids, who panic and try to run. Party paladin, deciding that even orcs don't deserve this, leaps (ring of jumping) to defend one female orc. Guy on bike gets annoyed, pulls an SMG, and nearly cuts him in half. At this point, I tell the character that he's taken a Serious wound, plus three boxes, and hand everyone their SHADOWRUN character sheets. For the next five or six sessions, the party had to maneuver through Sixth World Seattle, find the evil dao (who was going to use the earth rock to cause a reactor to overload, just because), and get home via a meta-astral quest. I've about to do the same to the party with Werewolf: Wild West. Mixing genres and systems can be fun, if you know all the systems involved really well. [/QUOTE]
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