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Open Engines

While RealWare has had a monopoly over the Reality Engine business for aeons, competition has recently arisen in the form of the Open Reality Movement. The ORM's scientists, technicians, engineers and hobby hackers have successfully reverse engineered the technology behind Reality Engines and produced clones that work the same -- and with less bugs, too.

Open Engines are cheap, dependable, have none of the control-hooks that keep RealWare in your private affairs and are readily available in the reality of Grep. For groups seeking to establish a new reality or transients sick of upgrades and crashes, engines are available for worlds and for mobiles. Open Engines can't be tracked by RealWare's control mechanisms, since there isn't a drop of RealWare tech in them.

What's the drawback?

Well, to quote Xyzzy, "Reality is not out of beta yet." While generally they have less crashes than RealWare's equipment, when they DO crash, there's no "Blue Sky of Death" or similar safety mechanism. You just crash. Period. Your entire reality gets sucked into NullSpace, presumably, or if you're lucky the whole place shakes and crashes and annihilates itself over a period of time if not repaired. The ORM haven't had RealWare's thousands of years to perfect the safety nets, and they're too busy trying to crush the bugs that cause the crashes to worry about them.

As a result, only the most daring and risk-taking sorts run Open Engines. The ORM promises that through the collective hive skillz of the ORM that Open Engines will one day run near flawlessly and easily outshine RealWare's offerings. For the most part, the multiverse would love to see this, since RealWare's pervasive control over the affairs of their worlds is a pain in the ass. But until Open Engines are fully debugged, they'll remain in the domain of open source enthusiasts and young dreamers.

protections
You may not perfect the Open Engine. Reality hasn't gotten out of beta yet.