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<blockquote data-quote="Umbran" data-source="post: 1791529" data-attributes="member: 177"><p>Yes. No. Yes. Yes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Such a game can work, but making it work well isn't easy. It isn't too weird - the problem becomes lack of thematic focus. The basic problem with using everything is that you then lose ability to look at any one thing too deeply.</p><p></p><p>"Everything games" always have an element of the silly to them, because they take much of their cool factor froom the juxtaposition of mismatched elements. If you lack internal logic, players cannot take that logic seriously. Mixing genres in a controlled way is a tool, while mixing them uncontrolledly becomes implausible, and thus slightly goofy.</p><p></p><p>Also, the game's cool factor sort of depends on what the players will think of the juxtapositions. That means to fully appreciate it, they have to be thinking out of character, which wreaks havoc on your ability to keep them immersed.</p><p></p><p>You can, however, enforce a certain level of seriousness upon it. You've hit upon the basic frameworks, but haven't thought of some of the subtleties...</p><p></p><p>The meta-fictive and dream methods share similarities (I'd almost call the dream method a sub-set of the metafictive method), but you aren't yet openign yourself up to them in fullness. You seem to still be thinking only in terms of putting a D&D character through paces that include science elements. </p><p></p><p>With dreams and computers your basis need not be psuedo-medieval heroes. They can be people of the distant future or the present. The body they work with within the dream or computer-simulated reality need not resemble the ones they use out in the "real world", and neither do the rules-set you use. You can, for example, use d20 Modern for the "base characters", and each time they dream, or jack into their computers, you can use different characters. Heck, you can use entirely different games - plane hopping through universes that use different rules. One week you play D&D, the next week Mutants and Masterminds, a third week you play White Wolf Storyteller. All you need to do is link the plot through all the games in some way.</p><p></p><p>Or, you can stick to one game system, but there's still no need to have the characters be medieval numbskulls. If you're using a dream plane or plane hopping as an element, the characters can start from anywhere in the multiverse of element sources you plan to use.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1791529, member: 177"] Yes. No. Yes. Yes. :) Such a game can work, but making it work well isn't easy. It isn't too weird - the problem becomes lack of thematic focus. The basic problem with using everything is that you then lose ability to look at any one thing too deeply. "Everything games" always have an element of the silly to them, because they take much of their cool factor froom the juxtaposition of mismatched elements. If you lack internal logic, players cannot take that logic seriously. Mixing genres in a controlled way is a tool, while mixing them uncontrolledly becomes implausible, and thus slightly goofy. Also, the game's cool factor sort of depends on what the players will think of the juxtapositions. That means to fully appreciate it, they have to be thinking out of character, which wreaks havoc on your ability to keep them immersed. You can, however, enforce a certain level of seriousness upon it. You've hit upon the basic frameworks, but haven't thought of some of the subtleties... The meta-fictive and dream methods share similarities (I'd almost call the dream method a sub-set of the metafictive method), but you aren't yet openign yourself up to them in fullness. You seem to still be thinking only in terms of putting a D&D character through paces that include science elements. With dreams and computers your basis need not be psuedo-medieval heroes. They can be people of the distant future or the present. The body they work with within the dream or computer-simulated reality need not resemble the ones they use out in the "real world", and neither do the rules-set you use. You can, for example, use d20 Modern for the "base characters", and each time they dream, or jack into their computers, you can use different characters. Heck, you can use entirely different games - plane hopping through universes that use different rules. One week you play D&D, the next week Mutants and Masterminds, a third week you play White Wolf Storyteller. All you need to do is link the plot through all the games in some way. Or, you can stick to one game system, but there's still no need to have the characters be medieval numbskulls. If you're using a dream plane or plane hopping as an element, the characters can start from anywhere in the multiverse of element sources you plan to use. [/QUOTE]
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