Lord Z wrote:I am perfectly cool about being wrong, especially concerning Dyson Spheres.
And I, likewise, am willing to accept that I spend way too much time thinking about such things.
Back to the original topic, I can see what Glinbog was expecting now. I suspect that mixing genres the other way, bringing a character from one setting to a completely different setting, would be dangerous. It seems potentially unbalancing to me, to the pioint where it could wreck a campaign. I would try it for a one-session game, but for an established campaign, I would want to keep the genres stable.
There are some ways this can balance out. Wizards, generally, are designed to balance with Knights and Swashbucklers in a Fantasy setting. If you take the Wizard out of the fantasy setting and put them in a Far Future world with giant mechs and robot soldiers, than many of the mechanics of the class introduce for balance (low HP, limited spells per day) become unnecessary, and can be taken out.
In reverse, when you take the Mech-Pilot, and plop him in a fantasy world, then you have to make his 25' tall battlemech balanced for that setting. Some of this can be accomplished with RP appropriate mechanics, like making the player track ammo and energy usage, as there is no longer a space station full of mechanics to make sure this is taken care of for him every time he goes out on an adventure. However, there is still the problem of one player having the power to level a castle in one Duratanium encased "indestructible siege engine".
Perhaps if you have the mech be attacked by a dragon who was menacing the village you need the PC to use as a base of operations, then have the "dragon slayer" use up all his ammo taking out the monster, that's a start in balancing your game. The PC exchanges all his village-leveling weaponry for the gratitude of the village he just saved, which the player may not think is an appropriate trade, but that may be a necessary evil. Then there is the question of how long the Mech can continue to function until it's reactor runs out of fuel. This can be a race against time for the PC, learning as much about the world as he can before the protective armor becomes non-function and has to be abandoned.
Some archetypes are easy enough to transition. A Warrior from a fantasy world that's thrown into your far-flung Future setting just needs to learn how to shoot a laser and pilot power armor. But what about the Demon-summoning Warlock? Do the powers he relies on even work? Will he be able to keep his powers or end up trading his "magic" for the ability to use "psionics" appropriate to the setting? The same questions apply to the Elemental-using Conjurer and the naturalist Druid, to say nothing of the holy Cleric and Paladin, who rely on the power of "gods" that may or may not be able to reach the Sci-fi world they are on.
However, going from high-tech worlds to settings that are medieval (or even less advanced) will require problems of balancing. Again, tracking ammo, which will quickly become in limited supply, and energy usage, the amount of "juice" left in the robots and high-tech devices the sci-fi characters use, will be an important tool in keeping the balance. Some devices may be able to be "recharged" if the PCs can find a Wizard able to cast Lightning Bolt on a battery or capacitor, while some devices (computerized binoculars, radio headsets, translator cubes) will just use so little energy this won't be an issue for years of game time.
Cyber-punk settings have their own game balance issues, typically tied, very closely, to the game mechanics. Outside of the cyberpunk setting, they can either be overpowered, or vastly underpowered. Likewise, a character from another Genre, thrown into the universe, will either be overpowered for that world, or will simply get cybernetic parts to balance their character out.
A Post-apocalypse setting is based around survival in a ruined world, so pulling the PCs from this world into another will result in them always being underpowered. Oddly, this is something the genre deals with, so they'd be used to this and would adapt quickly. Anyone thrown into this world, unless we're talking under-geared Barbarian warrior, would be overpowered for the setting.
Mages, able to make food and water appear out of nothing, would be practically gods, and seen as saviors by the populace for this one spell. Characters from fantasy games, Druids, Elemental Conjurers, Clerics, and other magic users, could literally re-shape the world into a fantasy setting, while Far-Future sci-fi characters could terraform the world into whatever they wished it to be.
Cuthulu-style horror games don't have to worry about balance, as the creatures you're fighting are immune to whatever you have to throw at them anyway.
Most Superhero games already have these elements built in to them. The setting has to account for Mutants, Super Soldiers, Aliens, Espers, Magicians, Cyborgs, Powered-Armor pilots, assorted Martial Artists, and gadget-using Vigilantes. All aspects of balance are automatically built into the mechanics, so there's no need to worry there. So maybe the solution to those who do want to play a cross-genre game is just to play a Superheros system, like Champions or Mutants and Masterminds.