tzxAzrael said: Omnilias; you should look into GURPS. it's rather "crunchy" as systems go, but it would natively support everything it seems like you're trying to do. it already has rules for everything from stone-age tech to starfaring ultra tech. a problem to point out with this type of universe: everything immediately becomes a tech-race. on an even playing field, modern armor/weapons trump medieval armor/weapons every time. futuristic armor/weapons trump modern. heck, even basic medieval steel armor will trump most bronze age or stone age weapons, though the gap in power level is less. even on a severely disadvantaged playing field, advanced tech will win. a handful of jeeps/humvees/whatever with top mounted 50-cal's, and plenty of ammo... vs almost any number of medieval soldiers. just keep driving ahead of the medieval armies and mow them down at your leisure. oh, the medievals are now renaissance, with flintlocks and such? big deal, we still have like ten times the effective range, let alone the "lol throw lead in their general direction" ranges. obviously the ages from where medieval weapons switch and evolve to reasonably modern firearms is the greatest power gap, but it's still relatively true of all ages. magic is obviously along an entirely different tree, and it starts out a lot stronger than medieval weapons, probably comes out on par with modern weapons in general, but once you hit 21st century weapons, it probably starts to lose ground. magic might be amazing, but it won't stop a bullet fired from the horizon that you don't even know is coming. anyway, the point of all this being.... what would the world/storyline be all about, other than this inevitable tech-race ? 1. I'm well aware of GURPS. I fail to see why multiple people need to mention it, making assumptions that I'm somehow oblivious to it even after someone has mentioned it. So I shouldn't have to, but will, mention that I am doing a custom game separate from GURPS (and other similar things) for a reason. 2. Quite a few games have mixed tech levels and have done so without things we normally see as superior from becoming overpowered. In the real world, a flintlock pistol would render just about all but the thickest plate armor useless. Oh, and it took less effort for a random person to pick up, learn, and regularly use a flintlock weapon than it was for a crossbow, and crossbows are easier than bows. The same can be said for cannons and walls, where cannons regularly rendered medieval style walls near useless. Yes, automatic weaponry would render just about everything useless if you had just a machine gun against a plate armored-sword wielder. But that's you ignoring the point that there would also be magic, lightsabers, and other methods to render that machine gun useless and the sword would be able to charge that person. I think that's sufficient for you to realize you aren't being creative whatsoever, so I'll save my breath. For now. 3. Now you bring in magic and you still keep it so limited. The main reason I prefer custom games over preset campaigns and "common editions" is because you don't have a linear game where you follow preset rules and guidelines. Your spells are always the same, doing the same, unimpressive things they've always done. As per #2, try using your imagination and assuming that magic is more of a language than just...oh, wait, magic is a language. And different people have different languages and slang variants. Magic would only grow in power as more technology is released, as an experienced player should know from a class like Artificer (or whatever editions you might play may call it. Mixes tech and magic). 4. Whatever your character ended up doing. But you should know it would just be a tech-race to you, even though there wouldn't be any tech being researched and developed.