I GM a grab-bag. To start, I spoke with my players individually to come up with an outline of the sort of character each would like and the world they're from - then we choose a game system that would do well by that character.
Won't tell you all how I get them there, but each ends up together and dependent on each other on a series of assignments under an NPC's power. They're running this fella's errands, acquiring and maintaining his investments until they figure out how to free themselves - at which point they're loose on the cosmos wherever they'd like to go. While they're running "errands", I pull a random gamebook out of my library (2000+ titles run through a randomizer) and write an adventure for them. There's a lot of insanity as we figure out how to make systems resolve along with one another. heh. Over time we learn to translate between systems. Also, over time as the players gain more control of their own destiny, I'm often on short notice to be prepared with settings and elements and story arcs in a number of settings and systems. It's been a great way for me to study a little more of the structure and content of all these games out here. And since I play with folks who can play happily with a tongue in cheek, the occasional oddball rules conflict gives us all a laugh. -- Si hoc legere scis, nimium eruditionis habes. -- jl hatlen linnell - [EMAIL PROTECTED] _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
