Differences in Worlds
Basic Set: Campaigns · p.520
Open source p.520As a rule, the more different two worlds are, the
harder it should be for PCs to move between them
deliberately. Significant differences would include:
• Magical world vs. technological world.
• Very low-tech world vs. very high-tech world.
• Largely human or all-human world vs. world with
many races.
• War-wracked, plague-ridden world vs. peaceful,
decadent world.
• Fantasy world vs. strictly historical, “real” world.
Certainly, any or all of these differences could exist
on a single planet! But they would not be found next
door to each other.
Likewise, the GM should make travel between
incompatible worlds difficult. This achieves an effect
that is very rare in gaming; it improves both realism
The GM needs to be prepared to
deal with another potential problem.
Many players see little point in work-
ing hard to achieve goals in one world
if they believe the fruits of their labors
will be lost when the campaign moves
to the next. This can lead to a game-
disrupting sense of detachment. To
prevent this, the GM must strengthen
campaign continuity by creating sto-
rylines that span worlds . . . which
adds even more work.
and playability. Players will appreciate the fact that
“rule changes” come only with warning.
Possible obstacles to interworld travel include all
the standard geographical barriers: high mountain
ranges, wide oceans, extensive deserts or badlands,
swampy jungles, etc. Magical barriers are also a possi-
bility, as are intervening hostile lands. GMs may also
have their different worlds located literally on different
worlds. The problems of interplanetary travel at low
TLs are not to be taken lightly, but powerful magic can
do almost anything. Of course, such powerful magic is
not likely to be within the PCs’ control . . .