I so completely thought someone else was going to start a thread like this, that I'm amazed *I* somehow have to be that someone...
As the title suggests, this is mainly a "wish list" discussion, based on the simple fact that the multiverse is big. Really, REALLY big. But only so many things are popular enough AND distantly relevant to players of BattleTech that it makes one thirst for a crossover.
So, first, let's review what worlds and franchise-spoofing adaptations we have already seen in the California Nebula Anomalous Zone (CNAZ), shall we?
NebCal 1: Welcome to the Nebula California (April 2015)
Syberia
Situation: Robot armies locked in eternal war with each other. Franchise(s): Transformers, Go-Bots
Star Empire
Situation: Tons of ships, multiple worlds, fighters, shields, guns, and flashy vibroswords. Franchise(s): Star Wars, Firefly
Toreel
Situation: Magic, monsters, dragons, adventure! Franchise(s): Dungeons and Dragons, Pathfinder, Lord of the Rings, any number of swords-and-sorcery settings
Earth
Situation: Mutants, superheroes, supervillains, magic! Franchise(s): Marvel Comics Universe, DC Comics Universe, any number of anime and Western comic superhero settings.
NebCal 2: Plenty of Room in the Nebula California (April 2023)
Wasteworld
Situation: Survivors eking out a life amid post-apocalyptic ruins and deserts. Franchise(s): Fallout, Mad Max, The Walking Dead, pick your post-apocalypse
Cobalt
Situation: Robot uprising. Humans hunted by machines. And starships. Franchise(s): Battlestar Galactica, Terminator
Alpha-Beta-Gamma
Situation: "Aliens," starships, exploration, space combat. Franchise(s): Star Trek, Babylon 5
Jord
Situation: Militant humans and theocratic "aliens" battle amid remains of previous mega-engineering. Franchise(s): Halo, Destiny(?), Mass Effect
Honorable Mention: Atlantropa
Situation: World War II forever. Franchise(s): World of Tanks, Medal of Honor, Wolfenstien, Crimson Skies, look, there are LOTS of WWII-themed games and popular franchises, okay?
Honorable Mention: Barsuum
Situation: Light fantasy, clockwork science, Victorian sci-fi. Franchise(s): The works of Jules Verne, HG Wells, and Burroughs; Girl Genius, Wild Wild West, all things steampunky.
Honorable Mention: Eighthworld
Situation: Magic and technology in near future. Franchise(s): SHADOWRUN (duh), Cyberpunk, Matrix, Blade Runner, etc.
Honorable Mention: Pantheos
Situation: Magic and divine interventions before the Common Era vs primitive "mere mortals". Franchise(s): Every real-world mythology. Also, Stargate?
NebCal 3: Living it up in the Nebula California (April...2031?)
What do you folks think?
When pitching ideas, I would note the following caveats:
Caveat 1: Most--if not all--of the CNAZ worlds/world groups are meant to be isolated from one another, so any FTL they possess should be HIDEOUSLY limited. The CNAZ is just under 200 LY across, and the fastest FTL users (beyond our marooned Interstellar Expedition folks, who aren't about to take sides) can only do about 0.5 LY per jump. Multi-world settings should thus be kept to tight-packed star groups less than 5 LY apart if interstellar travel is a must-have.
Caveat 2: There are no actual aliens here. Every "non-human" sapient seen in the CNAZ are a result of human modifications. Most sapient aliens in sci-fi tend to be humans in costumes anyway.
Caveat 3: While there may be one or two oddly "advanced" pieces on gear (like the energy shields of the Star Empire and the ABG Trinary), all CNAZ groups suffer from severe tech degradation and limited tech bases. They may ignore or alter some construction rules here and there, but everything generally falls to a baseline of Inner Sphere capabilities as of 3060 and earlier.
Caveat 4: Be mindful of what's already in play here. As noted above, a lot of the CNAZ groups can cover multiple franchises at once. If another franchise/setting offers little to nothing that can't be done already on another world, it may not be interesting enough for its own group.
Caveat 5: Nothing survives for long within 10 LY of the CNAZ's center, jump-capable vessels that go into this area may not safely jump out again (the odds of jump failure rise exponentially the closer one is to the heart of the anomaly, to the point where jump-out becomes impossible at 1 LY or less).
Caveat 6: No human FTL technology surmount its outer boundary (which is, incidentally, some 3-5 LY "thick").
I will also try and answer any questions about the CNAZ and its denizens that come up in this thread, but for the most part, I'm interested in seeing what folks would like to see in the unlikely case where a third volume is written...
Thanks!
- Herb