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How Insane Is This Idea?
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<blockquote data-quote="J.Quondam" data-source="post: 8918166" data-attributes="member: 7030100"><p>It's a fine idea, imo! I vaguely recall someone here on ENWorld has mentioned a campaign like that, where they hopped through portals to different worlds, each one based on a different edition of D&D. Would be an interesting Planescape premise.</p><p></p><p>Somewhat different, but... </p><p>Several years ago I did something similar using ultralite systems. It was structured like a book club: when we switched systems, everyone had to read the rules* on their own time, then we spent a session converting existing characters and playtesting the rules for a few test scenarios. Then in the next few sessions we just continued the campaign with same PCs but restatted on the new charsheets. </p><p></p><p>The campaign was just homebrew generic fantasy. It wasn't explicitly set up any logical points to switch the rules; we just decided to change every few sessions. (The point at the time was to play with new rules, not focus on the campaign story.) In retrospect, though, I wish we'd thought to structure the campaign itself to something like you mention, with portals or planar rifts or something to <em>purposefully</em> provoke the switch in rules.</p><p></p><p>Of course, the reason that experiment worked fairly well was (1) everyone involved was specifically interested in trying new rules; and (2) learning those specific rules was easy as they were so small. I don't think it would have worked with more full featured games because of the learning curve. On the other hand, if everyone is already somewhat familiar with the various game systems in question (eg, maybe using quickstart rules and the like?), it could be a really fun thing to try.</p><p></p><p></p><p>* Our candidate rule sets were limited to 40 pages max. The ones we actually used were all under 5 or 10 pages, iirc, even as small as one page.</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8918166, member: 7030100"] It's a fine idea, imo! I vaguely recall someone here on ENWorld has mentioned a campaign like that, where they hopped through portals to different worlds, each one based on a different edition of D&D. Would be an interesting Planescape premise. Somewhat different, but... Several years ago I did something similar using ultralite systems. It was structured like a book club: when we switched systems, everyone had to read the rules* on their own time, then we spent a session converting existing characters and playtesting the rules for a few test scenarios. Then in the next few sessions we just continued the campaign with same PCs but restatted on the new charsheets. The campaign was just homebrew generic fantasy. It wasn't explicitly set up any logical points to switch the rules; we just decided to change every few sessions. (The point at the time was to play with new rules, not focus on the campaign story.) In retrospect, though, I wish we'd thought to structure the campaign itself to something like you mention, with portals or planar rifts or something to [I]purposefully[/I] provoke the switch in rules. Of course, the reason that experiment worked fairly well was (1) everyone involved was specifically interested in trying new rules; and (2) learning those specific rules was easy as they were so small. I don't think it would have worked with more full featured games because of the learning curve. On the other hand, if everyone is already somewhat familiar with the various game systems in question (eg, maybe using quickstart rules and the like?), it could be a really fun thing to try. * Our candidate rule sets were limited to 40 pages max. The ones we actually used were all under 5 or 10 pages, iirc, even as small as one page. [/QUOTE]
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