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<blockquote data-quote="Haltherrion" data-source="post: 5388592" data-attributes="member: 18253"><p>The main problem I have with mixed-genre is not the genre mixing per-se but how it is handled as premise.</p><p> </p><p>Premise to me requires setting the ground rules that the rest of the game/movie/book will follow.</p><p> </p><p>This has two elements to it: consistency and the ground rules themselves. Too much of the "golden age of RPG" mixed genres that I recall violated consistency or did a poor job on the ground rules.</p><p> </p><p>I'm tooling along for twenty sessions in my high fantasy setting and the ref asks me to explore a "strange dungeon in the Barrier Mountains"? Ok off I go. Wait? It's aliens and robots. Ugh. Consistency violation.</p><p> </p><p>Or someone wants to mix fantasy and modern technology, say Aragorn meets Rommel? (Come to think of it, I think we did that in high school once around 32 years ago). But the German weapons are basically renamed fantasy equivalents (an 88 is the same as a ballistae? ugh). Or put in science fiction equivalents, my handy vibro-blade and blaster rifle do the same thing as his long sword and bow? Ugh.</p><p> </p><p>It's hard to do right and most of what I recall of mixed genre stuff in the gaming world was sloppy.</p><p> </p><p>It can be done. Pirates of Carribean works for me: the pirates and cursed gold premise is established in the early scenes, as is the nature of the undead. Works fine, engaging story. No complaints. But if my 9th level warrior has spents years in a high fantasy world only to open a vault door and find an old spaceship or such, I'm much more inclined to thing, "I guess the referee has run out of ideas" than "oh, wow, cool!"</p><p> </p><p>But now that I say that, I recall doing just that as a ref back in high school as well. Wouldn't call it a very good game or wise thing to do though...</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5388592, member: 18253"] The main problem I have with mixed-genre is not the genre mixing per-se but how it is handled as premise. Premise to me requires setting the ground rules that the rest of the game/movie/book will follow. This has two elements to it: consistency and the ground rules themselves. Too much of the "golden age of RPG" mixed genres that I recall violated consistency or did a poor job on the ground rules. I'm tooling along for twenty sessions in my high fantasy setting and the ref asks me to explore a "strange dungeon in the Barrier Mountains"? Ok off I go. Wait? It's aliens and robots. Ugh. Consistency violation. Or someone wants to mix fantasy and modern technology, say Aragorn meets Rommel? (Come to think of it, I think we did that in high school once around 32 years ago). But the German weapons are basically renamed fantasy equivalents (an 88 is the same as a ballistae? ugh). Or put in science fiction equivalents, my handy vibro-blade and blaster rifle do the same thing as his long sword and bow? Ugh. It's hard to do right and most of what I recall of mixed genre stuff in the gaming world was sloppy. It can be done. Pirates of Carribean works for me: the pirates and cursed gold premise is established in the early scenes, as is the nature of the undead. Works fine, engaging story. No complaints. But if my 9th level warrior has spents years in a high fantasy world only to open a vault door and find an old spaceship or such, I'm much more inclined to thing, "I guess the referee has run out of ideas" than "oh, wow, cool!" But now that I say that, I recall doing just that as a ref back in high school as well. Wouldn't call it a very good game or wise thing to do though... [/QUOTE]
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