See: Gate, Innaposite.
See also: Rule one.
In our campaign, the characters have a pocketwatch from an alternate Crimean war dimension. It finds gates, which they go through, as themselves. They can then choose to grab stuff they can use as translation keys.
They also have a mission to accomplish. They came close to killing the betrayer, and lost all memory of a two week period.
They are also from different realities. One is a Rukian Chrysalid, and the other was a cybermancer from an unfinished cyberpunk manga.
They have been in a black and white world that is an american fascists dream, a landscape where the moon was an apex predator in an organic crystal cave, a small recursion where a boy called Kevin was the most loved and liked person in the world, and a Mills and Boone version of ancient Athens that was being strip mined by pawns of the Betrayer. They have shot a mother to keep her from killing her child while mind controlled, negotiated a peace treaty with an artificial intelligence that was powered by whale oil, struggled to survive in a fantasy land where the food had the opposite genetic chirality, hitchiked in an alternate Seattle under Nazi occupation, been plush toys looking for a retired oracle in the land of Noddy, and shot a gremlin on the wing of a plane.
You say broken. I say free.