Gates: Multiple Primes?

On the subject of GURPS 4e, how similar (or different) is the Infinite Worlds setting therein to the GURPS TT original?


glass.
 

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glass said:
On the subject of GURPS 4e, how similar (or different) is the Infinite Worlds setting therein to the GURPS TT original?

The basic setup is the same, but there are more ways to travel between worlds (both intentionally and accidental) - though the technology-based modes used by Homeline and Centrum are still the most common and useful ones. It has been noted that more of the newly discovered worlds radically differ from "standard" Earth (Yrth, for example, is now a part of the setting and called a "parachronic saragosso", whatever that means - I guess we'll learn more once the setting gets its own book... ;)) - possibly because the "mundane" ones are easier to reach and thus have mostly been discovered already. And there are more people jumping from world to world, not just Infinity and Centrum - the Cabal is a magical-supernatural conspiracy that's capable of plane-shifting via spells (and might have access to more dimensions than conventional parachronic technology...), a group of Ahnenerbe mystics/geneticists from Reich-5 (a timeline where the Nazis won WWII) have started to breed/create psionic world-jumpers and conquer other worlds, and there are independent people - and creatures - who have the capability to shift between parallels on their own...

All in all, while the basic idea is the same, the new version has a lot more fun stuff to throw at your PCs. ;)
 

Unearthed Arcana`s Afterword holds suggestions for running multi-world campaigns: "The World-Spanning Organisation", where the PCs (often of different worlds) are part of an organisation which travels across worlds for adventures, "Shifting Worlds", where the PCs get shifted from world to world without their consent, and without knowing who or what does it (like Sliders), and "The Eternal Champion", taking a page right out of Moorcock's work and have Players create multiple PCs, though all with a connecting thread to them...
 

jgbrowning said:
Sorry to say but it's really in the idea phase right now. Thinking about the ramifications of such travel, class relationships, development of myth... etc.

I read the One Kingdom books long, long ago and remember almost nothing.

joe b.

If you're looking for more inspiration, you'll really want to go back and look at the first book, especially the character Alaan, I think his name was. Also, the river, which plays a central role in the story, has some of the characteristics of a gate that can lead travelers on different paths and to hidden locations.
 

I've heard Malhavoc's new book about the planes mentioned a few times. Anyone have any specific plane they're talking about?

Which reminds me that I need to break out Eldritch Might and reread the Nexus...
 

JoeGKushner said:
I've heard Malhavoc's new book about the planes mentioned a few times. Anyone have any specific plane they're talking about?

Well, I wanted to hit several of them. A few that I wanted to touch on at some point:

  • The Courts of the Yama Kings (a different, Chinese-inspired hell)
  • Palpatur, a living plane inhabited by tieflings with bio-tech gifted from the plane, but fiendish wars left their world in a coma, and they are trying to restore it
  • Lizard Kingdoms - I already have a player who loves scaly-things. This Lizard-folk dominated realm should be a special treat.
  • Dendri - another setting to challenge the PC's perspective, in this world the PCs might find shape-shifting spiders as their best friends.
 

I too have wanted to do something like this. I have several ways on how to do control how the PCs move from world to world. Where I am having a dilema is on how to deal with things like bardic knowledge and things like that. I don't care how many ranks they have in a knowledge skill if they have never been to this world then it is rather useless. On the other hand that really limits some of the class abilities. And for some classes that takes a lot away from them.

There is also the thing about the Gods I was wondering how some of you handle that?I have always gotten a kick out of the well another god with the same domains steps in and grants spells. Come on what do they do at their yearly god con hammer out agreements? ;)

So those of you running multi world games how do you handle these things?
 

JoeGKushner said:
I've heard Malhavoc's new book about the planes mentioned a few times. Anyone have any specific plane they're talking about?

Which reminds me that I need to break out Eldritch Might and reread the Nexus...
Well my idea for asking is primarily (and Psion can back me up) there are instances of planar "conjuctivity" Perhaps when the Creator Races of Faerun started to become ascendent, a few managed to "connect" to say the Nexus. (And yes the Nexus is mentioned in this one too Joe.) Or perhaps the Etheral was more like the Etheral Sea of old...and now with all the stretching and changing, it's possible the Sea comes washing back in! :)

My favorite planes are as follows: Courts of the Yama Kings, Lizard Kingdoms, Avidarel, Carrigmor (which might be an alternate version of Freeport in some ways, more of a small planar scale), Curnosost, Realm of Dead Angels (Hey nice way to deal with dead celestials in my book!) Faraenyl, (especially if you like elves and fairies working together), Burning Shadows of Kin-Li’in, (nice place to send people if you REALLY want to hide something), The Maze (makes the Labyrinth of Death Gate Cycle look pretty.) Taeveral, (home to the Book of Eldritch Might AND dying magic),The Primal Gardens of Yragon(Get your hands off me you damn dirty apes!! :p ))

Just some of the reasons I love this book.

Trust me Joe. Get this book. While Psion might not rate it as cool as the FFG book on the planes, he and both agree this is a must have for any DM considering planar travel. At least I certainly think so.
 

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