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Best dimension-hopping games/settings?

Started by S'mon, June 22, 2017, 03:17:08 AM

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Omega

Torg: More like the dimensions hopping you. But the PCs can travel to the other cosms too.

Rifts: Especially with world books like Wormwood and Phase World and Scraypers.

AD&D/2e Manual of the Planes: This opened up adventuring in many strange and unusual dimensions and planes. Especially all the different elemental planes and their weird environs. Still my go-to for any planar adventuring.

Skarg

Quote from: S'mon;970751Discovered these were both replaced by GURPS: Infinite Worlds, so ordered that & attempting to cancel GURPS Time Travel. :)

Hmm. I just now opened a thread asking about the differences between the books on the GURPS forums.

SionEwig

Quote from: S'mon;970724I remember having a Timelords book! Must have a look...

The tan cover with the three holes punched was the first edition.  The white, glossy cover was the second edition.  The second edition included a lot of background information that was in multiple of the supplements released between the two editions.  Still, having both is useful if you can get them cheap enough (along with all the various supplements).
 

S'mon

Quote from: Omega;970792AD&D/2e Manual of the Planes: This opened up adventuring in many strange and unusual dimensions and planes. Especially all the different elemental planes and their weird environs. Still my go-to for any planar adventuring.

3e MoTP is good, too. Lots of dimension-hopping advice.
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Nexus

I've really enjoyed The Strange and I've heard good thing about Daytrippers.

The new edition of Torg is sounding damn interesting and the original is probably available somewhere.
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Shawn Driscoll

Anyone ever make an Almuric setting book? I thought I saw this in RPG format somewheres? Don't care for the rules part. But would like the setting part, if there is one.

kobayashi

Quote from: Shawn Driscoll;971609Anyone ever make an Almuric setting book? I thought I saw this in RPG format somewheres? Don't care for the rules part. But would like the setting part, if there is one.


Yep there is one.

Two versions : one for Barbarians of Lemuria, the other for "classic D&D". It's not bad (but there's isn't a much of setting in Howard's book to begin with).

san dee jota

There's roughly two kinds of dimensional hopping games: a fixed set of alternate earths/dimensions (e.g. Torg), or a "there are endless worlds out there" kind of game (e.g. Rifts).

Torg - A classic.  6 worlds invade earth, bringing their own realities.  Which can include things like measurable morality, techno miracles, and soul manipulation.  A new edition is on Kickstarter currently I think.
Rifts - Another classic.  Earth is nexus for dimensional portals, leading to all sorts of weird gonzo adventures.  Like water pistols enchanted to have endless water, in order to fight the vampire kingdoms that control Mexico.
Nexus the Infinite City - One of the few "any dimension" games to actually offer a DIY approach to making characters.  Basically, there's a city connected to every dimension out there, and things get weird.  From memory, it's not so much "light-hearted" as it is "optimistic".
The Strange - Earth is connected to worlds based on fiction (usually), as a defense against universe spanning planet eaters (usually).  There's some wonky bits to the system and terminology, but nothing you can't fix effortlessly.
Broken Rooms - Special people with p0w3rz are able to travel to one of 13 other, doomed, versions of earth.  An overlooked gem.
Any decent Supers game out there - Seriously.  Champions in 3-D started it I think, but most supers games with enough development have a few alternate earths to play in.  And a good supers game functions as a generic game system, meaning you can port anything to anything.

RPGPundit

I think the better division between "dimension" games are games where mainly the PCs stay in one place where there are many different dimensional influences (eg. TORG, RIFTS), and games where the PCs are hopping from one dimension to another (eg. Lords of Olympus).
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S'mon

My main interest here is re 'hopping' to alternate dimensions - and a motivation for doing so - but I also think games generally need a safe-ish home base, so more Stargate SG-1 than Sliders.
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RPGPundit

Quote from: S'mon;972098My main interest here is re 'hopping' to alternate dimensions - and a motivation for doing so - but I also think games generally need a safe-ish home base, so more Stargate SG-1 than Sliders.

My experience with sliders-style campaigns says this is true.  PCs being stuck going from one place to another without any stability is not great for them giving a fuck about where they are.
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The most famous uruguayan gaming blog on the planet!

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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

S'mon

Quote from: RPGPundit;972554My experience with sliders-style campaigns says this is true.  PCs being stuck going from one place to another without any stability is not great for them giving a fuck about where they are.

Yeah, I think it's true for RPGs in general - players need something to hold on to, somewhere to care about, and if they're like me they need some kind of relatively safe location to take a breather & de-stress - a 'town' as well as a 'dungeon'. I think it also helps a lot to have recurring NPCs the players can get to know. So, some kind of base - it could be an organisation (BTW my GURPS Infinite Worlds has STILL not arrived!), or just a base town.
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Simlasa

I guess that something like Nexus the Infinite City the home city IS the dungeon... or is it shifty-changey in a way that you can't always get back to where you started?