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Linking multiple unique campaigns, a la The Dark Tower
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<blockquote data-quote="malcolypse" data-source="post: 5724094" data-attributes="member: 92042"><p>I once played in a game something like that. </p><p></p><p>The game started in '94, and then Sliders started the next season, so my theory that my GMs brain was bugged started. It gained credence the next year, when he started a wild west horror game, then Deadlands arrived on the scene in '96, but I digress.</p><p></p><p>The story was about the "Star Road," a magical path that linked many different worlds. My character came from a world where the residents had discovered a way of stabilizing the entrance to the Road, as it normally would open briefly and then close allowing travelers to get on the road, but then they could only hope that the road lead them home. </p><p></p><p>After years of studies, it was discovered how to form a link between someone on the road and their place of origin. It was basically a bag of holding with two openings. One opening traveled with the wanderer and the other was the door of a storage area on the home world. Things from the homeworld (food and survival gear were priority one, but you could always leave a note with a special request on it for your supplier) could be put into the storage room, and then the traveler could reach into the bag and get them.</p><p></p><p>The Star Road was known to the people of many worlds, so in some places you could find people who could teach you more about the Road's workings. If you ran into other travelers on the road, or a merchant on a world who was aware of the road, they might have been able to trade with you using special coins that could be accepted anywhere along the road. </p><p></p><p>Once you traveled on the road, you could tell where the entrances to the road were, so you could continue your travels by locating them. You never knew where you would come out of the road. </p><p></p><p>Good times, and the fact that once you found an entrance to the road you could leave anytime meant that if the players liked the world, you could adventure there for an extended amount of time before moving on, and if they didn't they could get on to something more their style.</p></blockquote><p></p>
[QUOTE="malcolypse, post: 5724094, member: 92042"] I once played in a game something like that. The game started in '94, and then Sliders started the next season, so my theory that my GMs brain was bugged started. It gained credence the next year, when he started a wild west horror game, then Deadlands arrived on the scene in '96, but I digress. The story was about the "Star Road," a magical path that linked many different worlds. My character came from a world where the residents had discovered a way of stabilizing the entrance to the Road, as it normally would open briefly and then close allowing travelers to get on the road, but then they could only hope that the road lead them home. After years of studies, it was discovered how to form a link between someone on the road and their place of origin. It was basically a bag of holding with two openings. One opening traveled with the wanderer and the other was the door of a storage area on the home world. Things from the homeworld (food and survival gear were priority one, but you could always leave a note with a special request on it for your supplier) could be put into the storage room, and then the traveler could reach into the bag and get them. The Star Road was known to the people of many worlds, so in some places you could find people who could teach you more about the Road's workings. If you ran into other travelers on the road, or a merchant on a world who was aware of the road, they might have been able to trade with you using special coins that could be accepted anywhere along the road. Once you traveled on the road, you could tell where the entrances to the road were, so you could continue your travels by locating them. You never knew where you would come out of the road. Good times, and the fact that once you found an entrance to the road you could leave anytime meant that if the players liked the world, you could adventure there for an extended amount of time before moving on, and if they didn't they could get on to something more their style. [/QUOTE]
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