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How Insane Is This Idea?
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<blockquote data-quote="Ondath" data-source="post: 8920224" data-attributes="member: 7031770"><p>Making them learn 4-7 game systems would be too much IMO. But I had an idea similar to this, at some point: The PCs in my 5E campaign would go to an alternate dimension and suddenly switch to the AD&D 2E versions of their characters, to show that the fundamental rules of the universe were different here. In the end the plot reason for doing this ended up getting abandoned, so I never followed through with it.</p><p></p><p><strong>Most importantly</strong>, while I understand the desire to keep this a surprise, I think this is the sort of thing that the GM should say upfront, at least to some extent. I wouldn't be happy if I signed up to a 5E game with a really cool race/class combination, and then found out all of the cool abilities I was looking forward to will be abandoned when we switch to the Savage Worlds universe. Perhaps you can keep the identities of the specific games a secret, but you should <strong>absolutely</strong> let your players know this is a system-hopping adventure, and that they shouldn't be wed to a particular ruleset.</p><p></p><p>Since you need to reduce friction to learn a new system as much as possible, perhaps you can do one of the following:</p><ul> <li data-xf-list-type="ul">There are at most 3 specific universes they can travel to, and each of these have different rulesystems. The party gets enough time to learn the kink of each system and has the option to switch back and forth between them. I'd say this is still quite a hard bargain.</li> <li data-xf-list-type="ul">It's not the same ongoing campaign that switches universes, but there is a specific oneshot scenario that you run in each game system separately. Think of it like "What If?" for that oneshot's story. This way, the story will be the same across all games, which can help with player buy-in. Also, people are more likely to give a new system a shot for a oneshot (or, well a series of oneshots in your case, but you get the idea).</li> </ul></blockquote><p></p>
[QUOTE="Ondath, post: 8920224, member: 7031770"] Making them learn 4-7 game systems would be too much IMO. But I had an idea similar to this, at some point: The PCs in my 5E campaign would go to an alternate dimension and suddenly switch to the AD&D 2E versions of their characters, to show that the fundamental rules of the universe were different here. In the end the plot reason for doing this ended up getting abandoned, so I never followed through with it. [B]Most importantly[/B], while I understand the desire to keep this a surprise, I think this is the sort of thing that the GM should say upfront, at least to some extent. I wouldn't be happy if I signed up to a 5E game with a really cool race/class combination, and then found out all of the cool abilities I was looking forward to will be abandoned when we switch to the Savage Worlds universe. Perhaps you can keep the identities of the specific games a secret, but you should [B]absolutely[/B] let your players know this is a system-hopping adventure, and that they shouldn't be wed to a particular ruleset. Since you need to reduce friction to learn a new system as much as possible, perhaps you can do one of the following: [LIST] [*]There are at most 3 specific universes they can travel to, and each of these have different rulesystems. The party gets enough time to learn the kink of each system and has the option to switch back and forth between them. I'd say this is still quite a hard bargain. [*]It's not the same ongoing campaign that switches universes, but there is a specific oneshot scenario that you run in each game system separately. Think of it like "What If?" for that oneshot's story. This way, the story will be the same across all games, which can help with player buy-in. Also, people are more likely to give a new system a shot for a oneshot (or, well a series of oneshots in your case, but you get the idea). [/LIST] [/QUOTE]
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