- Clusters:
A "Cluster" is simply a group of linked worlds. The worlds
of Infinity Inc. (from GURPS Time
Travel and related supplements) and
the worlds of an AD&D Spelljammer universe are two separate
examples. A world need not be restricted to one cluster. For example,
the same world could be part of an Infinity Inc. campaign (because it's
a near parallel of earth) and a Spelljammer campaign (because it's in a
crystal sphere). (It would be a pretty strange world, but this is just
an example.) Clusters can be defined however a person desires, but are
most commonly defined by means of travel or similarity of reality.
A world might have
sub-dimensions. Where sub-dimension exist they share a Proximity 0 connection with the primary dimension
of that world (examples include: a fantasy world's Ethereal Plane; a
horror world's Spirit Realm; a Cthulu-like world's Dreamlands; a
cyberpunk world's Cyberspace; a futuristic world's hyperspace). In
general, these sub-dimensions have no connections with any other worlds
outside of their own cluster.
Every world in a given cluster
shares an unflavored Proximity 2 connection.
A world might be a member of more
than one cluster, in which case it has unflavored Proximity 2
connections to all members of every cluster that it is a member of.
Each world in the GURPS
WebWorlds has at least a Proximity 4 connection with every other
WebWorld.
A world might not be a member of
any clusters, in which case the only assumed connection is the
overall Proximity 4 connection.
The above statements are the general assumptions, and can be
modified:
Inter-Dimensional Coordinators
(IDCs) can flavor or remove the Proximity 2 connection among certain
clusters. This lets you define a pair of clusters that can only reach
each other through roundabout routes.
Single Dimension Designers
(SDDs) can weaken, flavor, or remove any connections related to their
world as they see fit. This takes precedence over any other
modifications made to the connections.
SDDs can strength, unflavor,
or add any connection to any world they wish, so long as the SDD of the
target world does not object.
(Dataweaver and Jeff Wilson)
- Connections:
Connections define how easy it is to get from one world to another.
They can vary with time, location, means of operation (magic, psionics,
technology). Connections also describe what can travel to the
other world (bodies, minds, or just information). Many dimensions also
have special laws governing dimension travel, and a connection need not
be the same in both directions.
Connections may be affected by:
Flavor
Gauntlet
For a number of ideas on connecting worlds and world-building, check
out Chessboards: Planes of Possibility by Wizards of the Coast.
See Proximity
(Jeff Wilson)
- Flavor:
A connection's Flavor states unique restrictions applied to that
connection. Some examples of Flavor follow:
A connection might only be
available to certain methods of dimensional travel.
A connection might be weaker
for purposes of leaving a particular world. That is, it is harder to
leave a particular world than to enter.
A connection might be weaker
for purposes of entering a particular world. That is, it is harder to
enter a particular world than to leave.
A connection's Proximity
varies over time.
A connection's Proximity
varies by location
See Connections
(Dataweaver)
- Founding
Member
The title holder wields no power, it simply give the holder the right to
append his/her name with a cool title and notes that he/she/it was a
constructive member in the foundation of the Gurps Multiverse (or
whatever) project. It also give the holder the right to whine and moan
about the new-fangled ideas that will come in the future or to go on
about the good-old days when the discussions were well-ordered and
meaningful.
- Frameworks
Frameworks are partially developed worlds, and are intended to be
used by multiple GMs with as few hassels as possible. Once a framework
has been posted, a GM may add to it without worrying about what the
original author thinks. Frameworks are often developed for short,
limited adventures.
(Jeff Wilson {Jeff_Wilson63@bigfoot.com})
- Gauntlet
The theory of the Gauntlet states that the difficulty in moving between worlds
is in some sense based on the differences between the two. Larger differences mean
more difficulty.
Truly random travel would most likely leave the character breathing
vacumn, but random travel weighted towards destinations closer to your
own would result in something like Sliders.
The difficulty rating of moving from one dimension to another
contains three essential parts:
Entrance Gauntlet
Exit Gauntlet
Difference Gauntlet (how
different the worlds are from each other)
Formula:
Your Exit Gauntlet + Difference + Their Entrance Gauntlet = overall
difficulty
An example of this - say if you are traveling from our
Modern Earth to a world controlled by Nazis the formula would look like
this:
Our Earth: Exit Gauntlet 2, Entrance Gauntlet 4
Nazi World: Exit Gauntlet 2, Entrance Gauntlet 3,
Difference 1 (the difference between the worlds)
Difficulty to travel is 6 (Exit (2) + Difference (1) + Entrance
(3))
See Connections
(William Robert
Night)
- Kellal
Kellal is a famous world that has suffered heavily through
The Elders' Death, and for a long while was quarantined. Kellal was
noted for it's Outsider artifacts, but is now noted for the extreme
level of Paranoia of it's cities.
(Steven
Marsh)
- Nexus
Some observers say that Nexus is the center of the Multiverse, the hub
around which the Multiplicity spins. They believe that all worlds can be
classified as to how far from Nexus they are. A strong Atomist
contingent even believes that the Worlds are arranged similarly to
electron shells round an atom.
Others say that since they can't get tenure at Nexus University they
can't be sure it truely exists, and therefore the whole idea stinks. An
even stranger claim is made by the The Faculty of Imaginary Physicks at
Nexus University who state that reality is unreal and that the
WebWorlds are in fact imaginary.
- Proximity:
Two universes can be "near" each other, meaning that travel between
them is comparitively easy, or they can be "far" from each other,
meaning that travel is difficult. Proximity represents how strong,
overall, a particular connection is. Proximity 0 is the strongest, while
Proximity 5 is - generally - the weakest. Each world or cluster designer
determines how to implement Proximity for a world or cluster. Following
are a few examples:
Proximity 0 (Routine) connections
are so routine that most people do not consider the worlds to be
separate at all. Travel to the other world is done everyday. In many
cases one dimension is known as a subdimension of the other. People
regularly travel between or use worlds this type of connection.
Examples: Cyberspace in a Cyberpunk game, Hyperspace in a Space game,
The Spirit Lands in a game using Shamanism, the Umbra in a Werewolf
game, the Astral Plane in Psionics or Magic, or The Faerie Lands in a
Fairy Tales setting.
Proximity 1 (Easy) connections are
easily achieved. People often travel between the two worlds. Examples:
Same Quantum connections in an Infinity Inc. campaign, Umbral Realms in
a Werewolf game, Elemental Realms. Worldjumpers can reach these worlds
at a cost of 1 fatigue.
Proximity 2 (Moderate) connections
are difficult, but possible to create. Most people will be familiar with
other worlds with this proximity. Examples: One-quantum jumps in an
Infinity Inc. campaign, Realms of gods and demons, the elven lands from
Tolkien's Middle Earth. Worldjumpers can reach these worlds
at a cost of 10 fatigue.
Proximity 3 (Difficult)
connections are very difficult to achieve and usually inconstant.
Information on these worlds is probably limited to experts. Examples:
Two-quantum jumps in an Infinity Inc. campaign. Magical gates which open
very infrequently (like Witchworld prior to the latest book). Realms
which only impinge on another at infrequent intervals. ("Every
halloween, my son, the gates of hell crack, and demons ride the earth
slaying all that we hold dear.") Worldjumpers typically cannot reach
worlds of this type.
Proximity 4 (Exceptional) is
generally considered "out of range" with no contact between the worlds.
However, there may be certain groups or special circumstances which
enable travel to worlds in this proximity. Examples: Demons can get
items from proximity 4 worlds which mortals cannot reach. This should be
considered the default for worlds which are not specifically defined as
having connections.
Proximity 5 (Impossible)
connections mean that the worlds are "out of range" by any means. No
travel is possible under any circumstances.
The Planar Travel spell(s) from
GURPS Grimoire can be treated as being at a -1 penalty for Proximity 1
connections, -5 for Proximity 2 connections, and -20 for Proximity 3
connection. Proximity 4 connections typically require special penalties
determined by the world designer.
Gateways across a Proximity 1 or 2
connection would be more difficult to create (and maintain, if it
requires maintenance) than they would be if they were using Proximity 0
connections.
See Connections
(Jeff Wilson)
- Reality
Bubbles
When an object or person is transfered to a new plane she or it
might bring some of their reality with them. If they do then the area
surrounding them is subject to the laws of their original reality.
This bubble has limited duration. Typically 5 min., a Week, a Month,
or a Year. The area and duration of the reality bubble depends on the
mode of transfer, and will only occur in those planes that specifically
allow them.
(Simon
Watkins)
- Sliders
Sliders was a popular TV series in the mid '90s about a
young physics graduate who had developed wormhole technology allowing
him to travel between parallel dimensions of earth. I'm sure it involves
complex calculus and other mathematical constructs and modeling tools too
terrifying to imagine.
(Gary Hayman)
- Tanelorn
Tanelorn is an idea by Michael Moorcock for his Eternal Champion
Multiverse, where a million spheres of existence had legends or the
reality of Tanelorn. Tanelorn was supposed to exist in some form or
other on all realms of existence and was supposed to be a serene and
tranquil place to live if it could be found. Many travellers of the
Multiverse would seek it if they were lost in the hope of finding a way
back or continuing their journeys.
(Oriental
Hero)
- Technological
Resistance
Some Worlds have a resistance to items from higher Techs for that
world.
Reduce the higher tech items' Malf by the difference of the Tech
levels. (Using: Malf crit = 18, Malf ver = 19, and Malf NA = 20)
Faint Technological Resistance: Reduce by 1 per 3
levels of difference.
Weak Technological Resistance: reduce Malf by one
for every two levels of difference, rounding up.
Strong Technological Resistance: reduce Malf by 2
for every level of difference.
Heavy Technological Resistance: Reduce by 2 per
level, and halve the effectiveness of the item.
(banjo)
- World
Jumping
- Methods
Magical: (Gates,
Spells, Ceremonies)
Mental:
(Dreaming, Astral Travel, Teleportation, "World Jumping")
Technical:
(Transporter Rooms, Gates, "Jump" Drives)
Mystical:
(Finding pathways between worlds, "Celtic" style Gatewayes, Shamanic
Journeys, complex rituals, brought here for a purpose, Strange
Weather/Storms/Fog that will get you REALLY lost, The Horatio Club)
Practical/Mundane: (Callahans
Bar, Riverboats, Trans-Subtle-Railways, Ordinary looking Doors)
Post Modern:
(Abducted by passing Aliens, Sucked into VR computer games, waking up
one morning in a different place, Heavy Psychedelics "Woah, Bad Trip!",
A street car to Desire, stepping into movies eg. "The Last Action
Hero")
(banjo)
- World
Signature
Every world has a unique "signature" that manifests
itself in many ways. To a mage this would be a sort of magical "scent";
to a parachronic engineer, it would be a certain setting for his
devices; for a world-jumper, it would be a certain "feel" that the world
has. However you define it, the world's signature is a "key" to the world;
some methods or World Jumping rely
on knowing this "key".
Each method of dimensional travel has its own approach to determining
another world's Signature. The general rule of thumb is that you need to
go to a world to get its Signature; any alternative should have an
equivelent difficulty.
(Dataweaver)