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Planescape, Oathbound, Star Trek? Kingdom Hearts?
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<blockquote data-quote="Dragonbait" data-source="post: 3461198" data-attributes="member: 29182"><p><strong>Does anyone ever read these?</strong></p><p></p><p>The players need to be willing to share in this dimension/concept hopping feel. If a person thinks that something like magic and technology can not go together and should not go together, you already have limits to the setting. If the players and GM are willing to see their character in all sorts of environments and encounters, then there are no limits:</p><p>"First we fought some orcs in the Flanaess (spelling? Grayhawk), then a Ridley (from Metroid) and Nobodies (Kingdom hearts 2) stole the Kingdom Heart of Oerth and jumped through a portal. Now we are in Sigil (Planescape), looking for the Ridley and Nobodies. We were told that they already left Sigil and were on their way to Newport (throwing the anime Tank Police in there). We were told that one of the IG-88 models (Star Wars) that went rogue from the IG-88 hive mind was here some where and he might know how to get there... Got it. Let's go talk to the old droid then."</p><p>Yeah, this is an extreme mix, but it's an example of the possibility of what one could do.</p><p></p><p>As for keeping the feel: With such massive opportunities and varieties of scenarios possible, I think that characters themselves are really what keep the "feel" of the game the same. If Luke, Han, and the gang encountered the Borg the same way the Enterprise did (thanks to Q) and defeated them, their path to doing so would be radically different than the Enterprise crew. The crew of the Falcon's 'adventure' would more than likely still feel like a Star Wars story rather than a Star Trek story.</p></blockquote><p></p>
[QUOTE="Dragonbait, post: 3461198, member: 29182"] [b]Does anyone ever read these?[/b] The players need to be willing to share in this dimension/concept hopping feel. If a person thinks that something like magic and technology can not go together and should not go together, you already have limits to the setting. If the players and GM are willing to see their character in all sorts of environments and encounters, then there are no limits: "First we fought some orcs in the Flanaess (spelling? Grayhawk), then a Ridley (from Metroid) and Nobodies (Kingdom hearts 2) stole the Kingdom Heart of Oerth and jumped through a portal. Now we are in Sigil (Planescape), looking for the Ridley and Nobodies. We were told that they already left Sigil and were on their way to Newport (throwing the anime Tank Police in there). We were told that one of the IG-88 models (Star Wars) that went rogue from the IG-88 hive mind was here some where and he might know how to get there... Got it. Let's go talk to the old droid then." Yeah, this is an extreme mix, but it's an example of the possibility of what one could do. As for keeping the feel: With such massive opportunities and varieties of scenarios possible, I think that characters themselves are really what keep the "feel" of the game the same. If Luke, Han, and the gang encountered the Borg the same way the Enterprise did (thanks to Q) and defeated them, their path to doing so would be radically different than the Enterprise crew. The crew of the Falcon's 'adventure' would more than likely still feel like a Star Wars story rather than a Star Trek story. [/QUOTE]
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