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Old 03-16-2008, 09:44 AM   #3
transmetahuman
 
Join Date: Oct 2004
Location: San Francisco, CA, USA
Default Re: House Rules for Working GURPS Cabal With Infinite Worlds

If I ever did this, I'd probably go with something like Fred said. It's too limiting to the feel of IW to force Cabal's system of magic on every world - Technomancer's Merlin, for example, has Oz particles tied to radioactivity and necromancy.

I think it's better if the set of worlds that IW can access parachronically, and the set the Cabal can access magically, are overlapping but not identical.

I've thought about the implications of having a different physics in each world - what happens to the molecules in your body when you translate to a world where the rules of nature include phlogiston and steampunk gear, for instance? I've got the beginnings of an overarching "meta-metaphysics" framework that can explain it all, but it wouldn't be to many peoples' taste I think - I intend to use it only as deep background that the characters will never know, only to help rule on the effects of genre mish-mash.

Last edited by transmetahuman; 03-16-2008 at 09:47 AM.
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