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The many worlds of D&D? The many multiverses of D&D? The many realities of D&D?
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<blockquote data-quote="Dungeonosophy" data-source="post: 6362342" data-attributes="member: 6688049"><p><strong>D&D realities updates</strong></p><p></p><p>I posted an update to my D&D Realities page. (<a href="https://sites.google.com/site/dndphilmont/d-d-realities" target="_blank">here</a>)</p><p></p><p>I credit "wingsandsword" for the info about playing in the Arcane Age using 2E.</p><p></p><p>And I posted the description of the Alternate World Gates from Mentzer and Gygax's<em> A<em>C4</em>: The Book of Marvelous Magic </em>from 1985.</p><p></p><p>Here's the text:</p><p></p><p><strong>ALTERNATE WORLD GATE </strong></p><p><strong></strong></p><p><strong>These are various odd, unfamiliar items. When touched, each item/gate summons a being from an alternate world who appears within one turn. At that time, a door appears near the item (even if in midair), and a being steps through the door, grabs the item before the characters can react (even if it is apparently secured, stored, or held), and steps back through the doorway. If the characters react quickly you may allow them to step through the door and arrive in the alternate world. Once in such a world, the characters must locate a gem of returning (q.v.) to return to the D&D® game world. The characters might not remain human after passing through the gate, depending on the alternate world they visit. You and the players should discuss the change at that time; severe changes should be optional, not forced. Alternate world gates should be selected, not randomly determined. The various items and beings linked to them are: </strong></p><p><strong></strong></p><p><strong>Blackjack: This small, heavy item is made of leather wrapped about a strip of steel. It summons an agent from the TOP SECRET® game: a short, wiry, blond human wearing a black woolen outfit. The agent might stop and eye the characters suspiciously but does not speak. </strong></p><p><strong></strong></p><p><strong>Laser Pistol: This is a plastic and chrome cylinder with a grip on one end. It cannot be fired without the user first spending 2-5 turns experimenting. The pistol summons a security robot from the GAMMA WORLD® game: a metallic humanoid with two arms and two tentacles, each about 33 inches long. The robot may mutter something about "restricted areas" but will not attack or otherwise converse. </strong></p><p><strong></strong></p><p><strong>Lute: This musical instrument is 2 feet long. A long, thin neck makes up one half and a round, flat-topped ornate box the other. Strings of unknown material are attached to each end. The lute summons a bard from the ADVANCED DUNGEONS & DRAGONS® game—a normal wellarmed but unarmored human clad in green and carrying a flute. He may mutter something about incompatibility, but will not otherwise converse. </strong></p><p><strong></strong></p><p><strong>Medal: This is a small blue ribbon with a pin on the back and adorned with a silver metal object of odd design. The medal summons an ace pilot from the DAWN PATROL® game—a normal man garbed in strange clothes who wears a leather helmet, a strange device over the eyes, and a long scarf. Though silent, he might, if encountered outdoors, examine the sky carefully before departing. </strong></p><p><strong></strong></p><p><strong>Pocket Tool: This odd device is 3 inches long and may be unfolded to reveal a knife, corkscrew, and various other utensils of fine metal manufacture. The tool summons a Yazirian from the STAR FRONTIERS® game—a man-sized monkeylike being with membranes between its arms and body. The creature may bare its teeth and snarl at the characters but will not otherwise converse. </strong></p><p><strong></strong></p><p><strong>Star: This silver five-pointed item is apparently a brooch. The star summons a sheriff from the BOOT HILL® game—a normal man clad in fine but thin black leather who wears a metallic device strapped to each hip. He pins the star to his vest and might draw one of his hip devices, twirl it with one finger, and replace it. He then winks solemnly at the characters and departs. </strong></p><p></p><p><strong>Violin Case: This strangely-shaped box has three hasps; if opened, a golden, furry lining is seen but the box is empty. Both the lining and the material of the box are unfamiliar. The case summons a thug from the GANGBUSTERS™ game—a human clad entirely in black, wearing a cloth hat, and carrying an odd-looking metal tube with two handles and a large rounded middle. He may wave the device about threateningly but will not attack and cannot speak intelligently.</strong></p></blockquote><p></p>
[QUOTE="Dungeonosophy, post: 6362342, member: 6688049"] [b]D&D realities updates[/b] I posted an update to my D&D Realities page. ([URL="https://sites.google.com/site/dndphilmont/d-d-realities"]here[/URL]) I credit "wingsandsword" for the info about playing in the Arcane Age using 2E. And I posted the description of the Alternate World Gates from Mentzer and Gygax's[I] A[I]C4[/I]: The Book of Marvelous Magic [/I]from 1985. Here's the text: [B]ALTERNATE WORLD GATE These are various odd, unfamiliar items. When touched, each item/gate summons a being from an alternate world who appears within one turn. At that time, a door appears near the item (even if in midair), and a being steps through the door, grabs the item before the characters can react (even if it is apparently secured, stored, or held), and steps back through the doorway. If the characters react quickly you may allow them to step through the door and arrive in the alternate world. Once in such a world, the characters must locate a gem of returning (q.v.) to return to the D&D® game world. The characters might not remain human after passing through the gate, depending on the alternate world they visit. You and the players should discuss the change at that time; severe changes should be optional, not forced. Alternate world gates should be selected, not randomly determined. The various items and beings linked to them are: Blackjack: This small, heavy item is made of leather wrapped about a strip of steel. It summons an agent from the TOP SECRET® game: a short, wiry, blond human wearing a black woolen outfit. The agent might stop and eye the characters suspiciously but does not speak. Laser Pistol: This is a plastic and chrome cylinder with a grip on one end. It cannot be fired without the user first spending 2-5 turns experimenting. The pistol summons a security robot from the GAMMA WORLD® game: a metallic humanoid with two arms and two tentacles, each about 33 inches long. The robot may mutter something about "restricted areas" but will not attack or otherwise converse. Lute: This musical instrument is 2 feet long. A long, thin neck makes up one half and a round, flat-topped ornate box the other. Strings of unknown material are attached to each end. The lute summons a bard from the ADVANCED DUNGEONS & DRAGONS® game—a normal wellarmed but unarmored human clad in green and carrying a flute. He may mutter something about incompatibility, but will not otherwise converse. Medal: This is a small blue ribbon with a pin on the back and adorned with a silver metal object of odd design. The medal summons an ace pilot from the DAWN PATROL® game—a normal man garbed in strange clothes who wears a leather helmet, a strange device over the eyes, and a long scarf. Though silent, he might, if encountered outdoors, examine the sky carefully before departing. Pocket Tool: This odd device is 3 inches long and may be unfolded to reveal a knife, corkscrew, and various other utensils of fine metal manufacture. The tool summons a Yazirian from the STAR FRONTIERS® game—a man-sized monkeylike being with membranes between its arms and body. The creature may bare its teeth and snarl at the characters but will not otherwise converse. Star: This silver five-pointed item is apparently a brooch. The star summons a sheriff from the BOOT HILL® game—a normal man clad in fine but thin black leather who wears a metallic device strapped to each hip. He pins the star to his vest and might draw one of his hip devices, twirl it with one finger, and replace it. He then winks solemnly at the characters and departs. [/B] [B]Violin Case: This strangely-shaped box has three hasps; if opened, a golden, furry lining is seen but the box is empty. Both the lining and the material of the box are unfamiliar. The case summons a thug from the GANGBUSTERS™ game—a human clad entirely in black, wearing a cloth hat, and carrying an odd-looking metal tube with two handles and a large rounded middle. He may wave the device about threateningly but will not attack and cannot speak intelligently.[/B] [/QUOTE]
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