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April 27, 2010 12:51
Posted By J Serembe
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I wrote LINK for several reasons. I hate looking at a “DM Screen” while telling a story. Players should mind their own stats. I do not want to use a different game system when switching from medieval to space. I do not want anyone to have to purchase a stable of expensive books. The LINK "links" genres. I felt it necessary at first to establish a sort of “Prime Directive” to keep space marines from trashing medieval worlds. So I place the worlds in different dimensions. Those traveling from one to the other are of an “Order” dedicated to preserving “neutrality”. They would travel between dimensions using a star of light/point of super-consciousness known as “the Link”. This was originally based in the Gygaxian “alignments” to regulate player action. But the LINK took on a life of it’s own, and taught me that dimensions open to someone, can eventually be opened by anyone. You cannot stop progress. No one wants to go backwards. The LINK universe contains everything and nothing. The “nothing” is the Astral Plane. An infinite void in which everything resides. The “Everything” I divide into an infinite number of dimensions. Each of these dimensions containing one Prime Material Plane (where we exist, eat and sleep), one Negative Material Plane (where we dream), and an infinite number of Ethereal Planes (where we consort with spirits and deities). To add to the fun, I have utilized phenomenon that does not exist (or that we have not yet discovered!) Molium becomes an element that contains within it’s cosmology a perfect picture of the “big bang”. It is used as a fuel in the game for hyperspace travel. Special “Moluim Oscillation Drives” encourage the Molium to establish localized duplicate descriptions of reality. You are at once here, and also very far away. The engine allows you to choose to be there instead of here, and so you are. Magical “Power” also contains the blueprint of the universe, but it is ephemeral/spiritual, not matter based. It is used in the game by spell-casters to cast spells, and even power magical ships. Magical Power is kind of alter ego to Molium, but can only be tapped spiritually, through either the worship of a deity (whom you believe gives it to you) or directly by yourself (if your character has evolved to that level). What does make for a good adventure is change and conflict. Because the game universe is a constantly evolving shared reality, there are always those that want to alter that reality to one of their own choosing. They want to understand reality, and so they attempt to describe it to themselves and to others. The more of their reality that is accepted by others, the more they understand of it. The description of reality used in DOM (where a lot of our story takes place) divides cultures/powers/religions into; two polarities, three modalities and four elements. Like Astrology. Why astrology? Because it is comprised of archetypes that we all understand. In a game requiring some common base of understanding, this is very useful. These “forces” mix in different ways to motivate cultures, religions, magic and just about everything else. These give rise to conflict, and therein lies a tale... or several.
More information on the Planes of Existence can be found in the GM Notebook (free .pdf download). |
