I have been running Hell on Earth meets a combination of post-apocalyptic Graphic Audio book series for about three months. I have used Savage Worlds Hell on Earth as the rules. We are loving the fast-playing rules and I love the ease at making stuff up and rulings on the fly.
So far the players have worked their way out of the hospital they woke up in fifty years in the future, fought through some sec men and robot cops, zombies, ghosts, manatu, reapers, and bike gangs while searching and scrounging everywhere. They've learned the ville they are in is ran by a guy calling himself Ronald. The new tech and info is their ace on the line since they chilled the barons second.
Last night they entered the next phase of the game and learned from Project Cerebus about the Multiplex and time streams. They were given black suits and told they could pretty much go anywhere. When asked who it was the smoking man appearing on an air display holo vid just said to call him Mr. Johnson or Archon.
Now I have effectively opened up the players to Weird WW1, WW2, Colonial, Vietnam, Modern, Future, Fantasy, Shaintar, Pulp, anywhere. They have effectively become apocalyptic time agents but the game is still very much gritty and tough.
For starters, they have no control over the mat Trans (matter transmitters) except they can attempt to strongly think of the same place and convince the machine to take them to that place, time, etc in relative terms. Secondly, items and tech, weapons and gear does not transfer outside of its invention period. In other words, one cannot bring an uzi to the middle-ages because it was not invented yet. Thirdly, should they cross paths (cross the streams) with themselves on a different time stream they may be tossed into a time vortex or lost in the abyss. The key from each time or place is dependent upon the theme and not all areas have mat trans. So, now they are at the whim of the Archon. They can stay in Mortiston USA or they can go somewhere or some when else.