Today it is all about merging at #RPGaDay2015 when asked about our favorite idea for mering two games into one. Rules, settings, stories – what to merge and how to do it?
I do not speculate much in this area, so I do not think I have a set of favorites, but I do have one grand idea.
Day 27 – Favorite Idea for Merging Two Games into One
The closest I have been to merge to rulesystems was, when I created my Delta Green campaign and merged Call of Cthulhu with Unknown Armies and added a slew of houserules in order to tailor the rules to suit my needs. I merged Transhuman Space (powered by GURPS) with the A Shadow of Yesterday rules because we wanted to play in the setting but not with the official rules for it. I have often stolen specific rules from one game and added them to another, but once during a Nephilim campaign we played out a major conflict using the rules set from In A Wicked Age, since that system would be better at handling the scale. I have considered using MicroScope to create settings and then play in those settings with other rule systems, but I haven’t had the time for that yet.
My grand idea for merging merging games include more than two, and the idea is to create a grand story spanning millenia tying several games into one big storyline. The basic idea is that the world transitions through different ages (just as with Shadowrun and Earthdawn), and the laws that governs realities changes with these ages. So it all begins with the end of the age using the Nephilim roleplaying game to play out the end of the occult magical age and follow the transformation into the high-tech non-magical world of Transhuman Space roleplaying game and how the discovery of a wormhole to another world – The Blue Planet rpg – triggers the worldwide catastrophe of the Eclipse Phase roleplaying game, and from here grows slowly a new civilization. From the ashes of the Eclipse Phase setting grows The First Republic and it is during this age, that scientists discovers that the suns are dying, they are fading, thus ushering in new age, where the whole universe seems slowly dying as all suns are suddenly fading, and in this world magic and the supernatural returns, and it is the setting of the Fading Suns rpg.
How to ever play such a campaign I have no idea, but as a thought experiment I have had much fun, and the idea of the setting shaped the grand plot of my Nephilim campaign.