In the Strange the Laws determine the physics of a recursion.
In the Core books the Laws given are:
- Substandard Physics -- no examples given, but described as generally not having better than iron age tech possible
- Standard Physics -- like earth, unless otherwise specified all Laws extend upon standard physics.
- Magic -- Like Ardyn. Casting spells etc
- Mad Science -- Like Ruk. Clones, fusion generators, all manner of technological things are possible.
- Exotic -- a catch all for things that are more weird. Alien recursions, the example of Flatland is given in a splatbook.
- Puppets -- never described, but the example of Middlecap (Standard Physics plus Puppets) is given where puppets are sentient.
It is also stated that normally not all aspects of all laws are present in all recussions, eg a Recursion with mad science might only have biological sciences made easier and super advanced.
For an Artifact taken through an Inapposite Gate, to function, the new recussion must support the same set of Laws. I interpret this as it must support not just the same laws, but also the same aspects, eg no taking a pocket fusion generator to a Mad Science biology based recursion. So having the same laws is necessary, but not sufficient for artifacts to work.
It seems like the Laws are one of the key information that a translating character automatically knows upon entering a recursion, so I guess that is a factor too.
But as a GM how should I decide, when crafting a new recussion if it should operate under new laws, or under existing ones -- with a specific twist/aspect?
Eg lets say I am making a Steampunk Recursion. In this recursion, mechanical computers are powerful and ubiquitous; pneumatic tubes send messages hundreds of kilometers; and windup backpack helicopters carry people about. These things are not possible under Standard Physics, so we need some greater laws.
I could say it is Mad Science, with a bent for the mechanical. Or I could say it operates under the laws of Steampunk. (Or under the laws of Steam and Punk :-P)
- What are the mechanical implications of the choice?
- so far I am aware of two: it is necessary (but not sufficient) condition for artefact transfer, and it is something the players are told during translation
- both seem rather minor since not sufficent, and just one of the many facts the players are told during translation
- is there more to it?
- Why should I choose one of the other?
- Is it just a matter of opinion? Without real effect on the game?