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A major part of the premise of the Myst series is that a number of characters in the setting can 'write' worlds (mostly ones you could walk across in a few minutes). The gameplay of the series is built around exploring such worlds, the plots are universally a consequence of the accessibility and exploitation of those worlds, and the major characters are almost always those who either have the ability to write worlds, or who seek to claim that power for their own.

I like this idea, and am looking for an RPG supports it with little modification.

Spcifically, I would like to know if there is a game which places a similar central focus on the creation, exploration and exploitation of worlds by human or humanlike characters, and which has a detailed and workable set of rules governing the creation of smallish worlds, preferably by player characters.

Notes and clarifications:

  • Those familiar with the series may be aware that writing an age is not at all the same thing as creating a world, but there are enough similarities that I am willing to let the distinction slide.
  • The 'human or humanlike' bit is because I'm not particularly interested in a game where the player characters are gods or god-like. One might argue that being able to crate worlds is automatically god-like, but I'm looking for characters who are more or less mortal in other respects. Well, maybe some spellcasting or something, but let's say... no less mortal that a mid-level D&D character.
  • I've not asked a system reccomendation question before, and while I'm reasonably sure I've met the various guidelines, I'd be perfectly willing to believe I've made a mistake somewhere. If anyone has a suggestion as to how this question can be improved, I'll happily re-word it.
  • Given the specificity of this question, I suspect I'll recieve only partial answers. Prove me wrong, folks.
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Amber Diceless perhaps? I've not read the system, but the novels it is based on has quite a lot of world building in them. – Quentin Mar 6 '12 at 9:19
@Sardathrion — I don't think I know enough about the game to give a decent answer, but I'd upvote someone with more knowledge who could expand my comment into a proper answer. – Quentin Mar 6 '12 at 10:18
In theory Pathfinder has "astral realms" people can make and control, but it's pretty iffy, and only for spellcasters; and not really the sort of thing where it's a whole-universe creation thing. – Kyle Willey Mar 6 '12 at 19:21
@KyleWilley Which Pathfinder suppliment could I find astral realms in? I suspect they might not fit the requirements of this question, but they might be useful for a planewalking campaign I've been thinking about running. – GMJoe Mar 7 '12 at 6:41
Would Microscope work for you? – GMNoob Mar 7 '12 at 9:40
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3 Answers

The Amber Diceless RPG is specifically about creating shades of reality. I never liked the novels, and the game left me cold, but it's specifically written for that eventuality.

Wrath of the Immortals, for Allston's D&D Cyclopedia rules, allows PC Immortals to create pocket universes. It's not very detailed on it, but does limit it sharply enough to be playable.

Mage: The Ascension and Mage: The Sorcerers Crusade are also capable of this level of play, but provodes no support for that play style. Creating an age, however, would bring twilight and/or paradox demons right quick in many cases.

The Microscope could be used for such a game, but isn't in the character centric mode.

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Aria: Canticle of the Monomyth maybe of interest if you can get past the pretentiousness of the writing... Not sure if it is still in print. Players are meant to build the whole mythology of the game as they play it.

As Coreworlder said, Amber RPG may fit your needs as well. In the game, you play one of the family with the ability to walk between shadows of the One True World. Thus players can create as many shadows as they like of the "real" world. It is based on the books of the same name by Roger Zelazny.

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So, it may be a stretch, but I believe this has most of the themes you're looking for.

Mage: the Awakening has the Astral Realms.

Though not exactly player-created, an Oneiros is a Mage's (or anyone's, even non Awakened have one though they can't access it) personal inner world, representing a "materialisation" of their mind. It contains "realms" for special parts of one's mind, such as strong memories, emotions or vices and that's also where you're going to meet your Daimon, the embodiment of your will to better yourself. A competent and/or dedicated Mage can build stuff there. And tampering with someone's Oneiros (possibly oneself's), which can definitely be done, has consequences on the person in the real world, so there's definitely power in being able to do so.

Further out in the Realms, when a Mage leaves the Personal domain, they enter the Temenos, which is a "Dream space" shared by the whole of humanity (roughly, the "collective unconscious"), where you can meet Jungian Archetypes, mythic figures, common prejudices (yeah, it gets a little abstract)... and mess with them. Want everyone to remember Arthur Pendragon was an early 60's rockstar ? Switch Excalibur for a guitar and a few tabs.

Even further, you get to the Dreamtime / Anima Mundi which is the "Soul of the World". Stuff probably gets way too abstract and weird to be practical for your needs, but with the power to visit the unconscious of a very Planet, there's no telling what's within your reach, really.

Conclusion : Mages with access to the Astral Realms can wield the power to create many things within this space, with far-reaching consequences. While doing all this (which requires tremendous work and implies potentially lethal risks), the Mages remain 100% human, capable of dying, aging, bleeding and possibly find stranger/worse fates than Death while in the Realms. This is all very abstract and might not be what you're looking for, but to me it does feel like an interesting metaphor at very least.

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I had considered modifying Mage to fit my purposes, but the system seemed so inextricably linked to the setting paradigm that the changes I was planning would have had repercussions as powerful and far-reaching as the ones you describe. – GMJoe Mar 8 '12 at 3:56

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