We’ve hit on the concept of Recursions earlier on in this series, but this part of the book is the one that deals with the mechanics behind them in play. Recursions are neat in the sens that it’s an excuse for a GM to tack on pretty much any setting they can think of to a game of The Strange and it will work out just fine.
Recursions possess several traits, such as a Level, which determines the difficulty of translating into that recursion, and Laws, which dictate the physics that rule over the particular recursion, such as magic or mad science.
Another interesting fact is that with the discovery of a “Reality Seed” player characters can actually create their own Recursions, ranging from small pocket dimensions to fully mature alternate worlds that follow their whim. Obviously it isn’t easy, and there’s plenty of room for things to get “interesting” but that’s all part of the fun.
This section also delves into the three main settings of The Strange: Earth, the magical realm of Ardeyn and the world of Mad Science known as Ruk. Each of these goes into detail on the nature of each of the settings, including plot hooks, NPC factions and unique locations.
This opens up The Strange to all manner of games, from espionage, to conspiracy and high adventure across dozens of interesting scenarios.
If you haven’t figured it out yet, The Strange isn’t really just a setting as much as it’s ALL settings. Fans of world-hopping and cross-genre stories will adore The Strange as it gives you ever excuse to be elsewhere and elsewhen at the drop of a hat. I can totally see a campaign revolving around agents pursuing villains across a dozen worlds modeled after well-known videogames, for example.
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