There is an alternate dimension next to ours filled with living cartoons. Periodically, our two worlds interact.
- Artists and dreamers occasionally make uncontrolled psychic contact, inspiring worlds of creativity.
- Sometimes Djinkies cross-over from their world into ours, getting stranded when the temporary holes collapse. These beings inspired human myths in ancient times. In our modern world, they tend to cluster in creative communities in major cities, forming theater troops and inspiring reality shows.
- More rarely Fleshies cross-over from our world into theirs, somehow getting stranded less often. Alice of the Wonderland stories is one of these.
Djinkies are inspired by both cartoons and the ever-improving puppetry of the last 40-odd years. While they could inspire a game by themselves, they are intended as an overlay for other genres.
For example, StarBurst: Tranquility. A space opera game.
- In an effort to master faster-than-light travel, humanity develops what they initially believe to be worm hole technology. It soon becomes clear that they had instead developed a way to propel Fleshy ships into Djinkie space – once there, the physical laws no longer applied in the same way, allowing the intended result – faster than light travel.
- When Djinkies discover the human invention, they find new roles as navigators and explorers along with human crews. And together, the two species discover that humans are not alone in Flesh space. They quickly make contact with other sapient species who have also mastered space travel.
- Follow the adventures of the ragtag crew of the StarBurst class ship known as the Tranquility as they explore a distant galaxy and attempt to avoid the grasp of a stellar empire that wants to add the dimension of the Djinkies to its holdings.
EDIT (June 2, 2014): Djinkies come from Somewhere Else or maybe from the World of Make-Believe, they’re not really clear in the matter.
For a distinctly darker take on where you go with Djinkies, check out The Street by Paul Cooley.