Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Re: Time-frame/System mixing, was Re: Super Hero Role Playing Games Message-ID: <1592@watmath.UUCP> Date: Mon, 10-Mar-86 18:52:54 EST Article-I.D.: watmath.1592 Posted: Mon Mar 10 18:52:54 1986 Date-Received: Tue, 11-Mar-86 01:32:19 EST References: <1436@watmath.UUCP> <2400120@uokvax.UUCP> <9692@ucla-cs.ARPA> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Organization: U of Waterloo, Ontario Lines: 62 In article <9692@ucla-cs.ARPA> cs111olg@ucla-cs.UUCP (Oleg Kiselev (the student incarnation)) writes: >I have been looking forward to a possible compaign that mixes systems >and frameworks for quite a while and have a few scenario ideas for that: > ....Other stuff.... >Actually, I would greatly appreciate some accounts of REAL games run in a >cross-system environments by competent GMs with co-operating players.... Okay, a thumbnail sketch of our most recent cross-over. Our group runs in several different campaigns. Essentially, each person in the group is GM for one campaign; we meet weekly, and alternate. Usually one or two of the campaigns are in hiatus because the GM is too busy to get something together, but anyway... The campaigns: One Justice Inc. campaign that takes place in the year 2059, post-economic collapse. One Fantasy Hero campaign taking place in Harn (classic medieval setting). Two Champions campaigns taking place in modern day (mostly local environments). A Danger International campaign that hops through dimensions via naturally occurring "gates" (somewhat based on Farmer's "World of Tiers"). We established the following basic plot: In the year 2059, a mad scientist type would create a machine that could punch out artificial gates between dimensions. The JI heroes would follow the mad scientist through such a gate (either accidentally or intentionally). They would reach the Fantasy Hero world. From that point onward, they would pop from gate to gate in an attempt to get back to their own time and place. If they captured the mad scientist, they would attempt to use his machine (which he had with him) to get back; if they didn't, they would eventually find a gate he had made and go on to the next world. They would hit the Champions campaigns after the Fantasy Hero one. The characters from the Danger International campaign could be used as needed, since they understood gate travel. Also a number of stock villains from the Danger International campaign were free to appear, because they would naturally be eager to have the ability to make artificial gates instead of being restricted to natural ones. The whole thing would end up with the 2059 characters returning home and mopping up anything that needed it. GMs were free to do anything within that framework. We spent about two four-hour sessions in each locale. The GMs also discussed what kind of adventures they were going to conduct in very general terms, so that each section would have a different feel. (Example: One GM said, "I'm going to play it for laughs." Another said, "I'm going for a big Dante's Inferno thing.") That's the basic set up. If enough people want details of the actual adventures, I'll post them. Jim Gardner, University of Waterloo