A Whirlwind of Gaming
Crossing a number of blogs (and other ventures) is a discussion in regards to a shared Amber world framework and the perils of multiple GMs working together with a variable number of players.
I already know I'm antisocial enough that I could never participate in such a thing. (Well, if I did, there'd be a lot of, "I'm glad that guns don't work in YOUR Amber, but if there'd been an Arden Gas Station, Random would have made it to the base of Kolvir..." kinds of silliness.)
It does remind me, however, of an experiment proposed by a number of friends, using the World of Darkness books.
Yes, yes, we all know that despite some common elements they don't really work together, but what we were attempting was to take a convention slot (some five hours or so) and once someone died or otherwise "passed through realms" (from walking through gateways or whatnot) they would move to a new GM's table.
We would start with four or five different people per GM. Each GM would introduce a seemingly different concept (that we worked in tandem to arrange a common thematic whole) that encouraged people to take risks. There would be arranged places where people could, say, fall from the Fangs of Denver into Fairyland (at the Changeling Table.) We'd bring the new person in and allow for some time for their take on things.
What we hoped to accomplish at the end was to work everyone into an endgame that was co-GM'd by all five of us. Allowing for various GMing differences, we'd have lots of cross-referencing ability. We thought in order to prevent too many variables, we'd maybe present pregens for the PCs.
We never got together to make it work, but I'd still be interested someday...