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Has anyone tried making games with fantasy settings that explored old school renaissance characters traveling between worlds. What kind of methods did you use to transfer them between worlds? Magic, or something completely different?
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>>97060172
I have a space fantasy setting completely unrelated to OSR but it's pretty much what you're describing
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>>97060172
I have had a party go on a quick excursion to the "moon" once, it was just through a one way gate for a small time, they used a wish to get back. 1e/2e
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>>97060172
>What kind of methods did you use to transfer them between worlds?
Elevators
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>>97060172
You mean like Spelljammer?
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>>97062489
bruh that was some ancient history of youtube n shit
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>>97063120
You're just jealous you didn't go back in time to book a condo in Yew from a Jew.
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>>97060172
>What kind of methods did you use to transfer them between worlds?
Unstable gate created by a Yog-Sothoth worshiper in a collapsing temple. Deposited them in a desert of ash next to the hull of a strange metal behemoth marked with the letters 'USS ELDRIDGE.'
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Actually had an idea for a Final Fantasy style setting made up of three "planets" that are huge crystals made up of fire, ice and lightning magic with continents floating around them. They orbit a common centre of mass and the interactions between their magic energy fields create "winds" that magi-tech airships can ride on, but the crystals' orbit isn't completely uniform and there are "seasons" where they're closer or farther away from each other, making travel impossible at their furthest for months on end. The main plot hook would be the discovery of rocketry and various kingdoms from the continents getting into a space race.
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>>97060172
Rather than their being a specific elemental realm, you have aspects of the material that have greater affinity to the element but never just by itself and expressed as their own planets so you'd have worlds where one element is greater than the others determining its overal characteristic with the next tier being two dominent elements and, finally, one that is perfectly balanced (which is the prime world).

Everything else in between can exist in any configuration.
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>>97060172
https://harbingergames.blogspot.com/2014/10/when-wise-man-points-at-moon-fool-looks.html

this is exactly what you are searching for. It is implied that wizards can colonize planets and form civilizations with contacts only limited by the planets positions and relative visibiliry

https://alchemistnocturne.blogspot.com/search/label/planets

this is a setting i am slowly making about travelling small planets, but with distances and orbits too erratic to form a cohesive civilization
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>>97063134
so true
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>>97060172
No, any pre-industrial setting should not have enough understanding of astrophysics for space travel
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>>97060172
>Has anyone tried making games with fantasy settings that explored old school renaissance characters traveling between worlds.
I don't know about anyone else, but I know I haven't.
I also don't know what you mean by "old school renaissance characters", when fantasy games typically aren't set on our Earth, and don't typically use its history 1:1.

>What kind of methods did you use to transfer them between worlds?
I don't see how anyone creating a fantasy game would use any method, when that would be up to the people of the world itself and whatever they discovered.
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>>97066307
what of the great lost knowledge o our ancestores which we turned from in out hubris and material persuits?
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>>97060172
shamans can astrally project to anywhere the local witch will let them in.
trying to fight a witch on her home turf is like punching a mountain.
and not in the anime logic sense. in the slapping at miles of bedrock with collagen sense. it hurts to try and if it hits back you die.
that said
vvitch are more or less tied to the land. they rarely leave the place they belong and have far less to bring to bear when they do.
then again
she may just have a pocketfull of sand.
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>>97065549
If there's already airships that can travel between the planets in certain seasons, rocketry doesn't seem like that much of a leap.
More specifically, it sounds more like the leap from sailing ships to steam-powered vessels. A major improvement to be sure, since then you don't have to worry as much about winds and currents and can drastically cut down on travel time, but I'm not sure where the space race aspect comes in.
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>>97060172
WTF is that resolution? How Indian are you on a scale of one to ten?
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>>97060172
Aside from the portals approach that elder scrolls does?
Portals usually is the way it is done.
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>>97066307
You don't need astrophysics when magic is involved. Duh!
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I remember this.
Setting takes place in far future, where humanity climbs after centuries long civil wars, technological decline etc.
technology is mostly banned by torch loving church, but if you're noble, priest or Lueger (who knows how advanced stuff operates), you can!
worlds range between medieval feudal with castles, to sci-fi cyberpunk cities. regular space testament to suicide because void krakens that live in darkness between stars, but planets are connected via safe-ish star gate network.
Setting is basically Dune + Book of New Sun.
A great strength of the game is its versatility — do you like court intrigues? It's here. War stories? At least three fronts at the moment. Hard SF or space opera? We've got the ships, we've got the weapons. Guilds and fleets await. Soft SF, fantasy elements? Psionic powers, Ur ruins, Church demonology in the countryside. Lovecraftian horror? Daemons and Void Krakens. Cyberpunk? Guild affairs at the lowest levels of megacities. Dungeon crawl? Ur ruins and forgotten Republican complexes still here. Even D&D-style heroic fantasy, if you try.
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>>97077695
The backstory
In the near future, Earth unified politically under the aegis of international megacorporations. Corporate rule quickly turned oppressive, yet the First Republic also saw exploration and economic development in the Solar System. Then, in the 24th Century, humans discovered the Stargate, the first proof (excluding several dubious findings on Mars) of extraterrestrial civilization. What's more important, the huge artifact opened the door to the Jumpweb left by the ancient race, dubbed Ur or Anunnaki.
The corporations seized the opportunity; quickly, though, they discovered their inability to exert control over the colonists, who, one community after another, declared themselves independent from Earth. Thus the Diaspora was born. Many of these communities were led by charismatic people, often forming ruling clans. These clans, for added splendor, often traced their lineages to royalty and aristocracy of pre-Space Earth, becoming noble houses.

The discovery of alien civilisations was a blow to already weak organised religions, and various sects, Anunnaki cults and others sprang up. Among them, the most notorious (and most hunted, due to its dangerousness to corporate and social order) was the Sathra cult, popular among starship pilots. In the 28th Century, a Christian priest called Zebulon took to the stars, hoping for some kind of sign. The illumination he found was beyond his dreams. He became the Prophet of a new, ultimate faith, preaching to humans and aliens of the Diaspora, performing miracles and gathering Apostles and followers, who after his death wrote the Omega Gospels and started the Church of Celestial Sun.
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>>97077698
In the early to mid-fourth millennium, inspired by the Church and ideas of free trade and philosophies of human rights, the people of the Diaspora united again, forming the mighty Second Republic. It was a period of unparallelled progress; people settled countless worlds, scientists were on track to prove anything was possible, illnesses and hunger belonged to legends, and medical care made even the most suicidal of extreme sports safe. But all things come to an end.

Closing to the turn of millenium, cheap robotic and alien labour left many jobless, scientific experiments began to turn Frankensteinian, and the man-on-the-street linked the Republic with heavy taxes and political squabbles. And above all, stars began to fade. While one by one, border worlds were leaving the republic, at its heart people turned to noble houses preaching the ideals of noblesse oblige. The ten most powerful of these took up arms to fight the separatists, but to save the Republic was not their intention. Finally, the Ten conquered the capital world and the Second Republic came to an end.

The first half of the fifth millenium became known as the New Dark Ages. Most people became simple peasants, the Church prohibited advanced technology, nobles ruled from their castles, and remnants of Republican know-how formed Guilds. When barbarians of former separatist worlds invaded, one man — Vladimir of House Alecto — stood to fight them. He managed to unite the forces of the Known Worlds (as the core worlds of human space were now called) behind him and drove off the invaders, but was assassinated during his crowning by an unknown assailant (though gossip says he was killed by daemons).
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>>97077703
Vladimir, however, did leave an apparatus of administration — and a precedent. In the 50th Century, one Imperial claim unleashed an avalanche, plunging the Known Worlds into a five-way (as five of the original Ten perished or lost their influence in the meantime) war, with the Church and Merchant League eyeing the situation in case of a possibility to establish a theocracy or another republic. Ultimately it was Alexius of House Hawkwood who managed to gather the support of the Church and League, forged an alliance with Houses al-Malik and Li Halan, defeated his opponents, and crowned himself as Emperor Alexius the First.

The new Emperor took swiftly to rebuilding the Known Worlds after the war. Instead of imposing his rule by force of his army, Alexius opted for a more charismatic and peaceful lead, by inspiring others to join him and stirring the old power structures to release the eager young. Thus he started a period of opportunity and hope — a perfect time for those who want to forge their own destiny.

... And this is when the Player Characters appear.
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>>97060172
My fictional universe has a flat plane of sky islands, without a moon, planers, stars, galaxies or astronomical objects.



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