I'm planning on making a D&D 5e campaign for my friends so they can experience what an okay DM is like rather than a bias and railroading DM which is so far their only experience of Dungeons and Dragons. In the campaign I'm creating, There is going to be magical artifacts that distort reality, time, and space. One of the ways I want to do this is for reality to shatter/merge with other realities to make it so different RPGs have melded with their world. These are the RPGs that I either have a solid understanding of or an okay understanding of:
- Honey Heist
- Call of Cthulhu
- AD&D 1e
- Monster of the Week
- Twilight 2000
I really like the idea and I want it to work but I have a lot of flaws and complications in my plan:
Almost every one of these RPGs has a different game system and has different game mechanics.
The list of RPGs that I know have varying levels of complexity, and I'm afraid that going from Honey Heist to Twilight 2000 is going to give a player whiplash.
Calculating what your rolls are can be extremely confusing if you don't have a good grasp of the game and these fusions of RPG systems are going to be the same length of a one-shot which is not enough time to fully grasp the rules.
Weapons and armor and all of that would be confusing to transition to some games like Call of Cthulhu where fighting back isn't that much of an option, well it is but it'd be a TPK. But in D&D 5e, class revolves around the way your character fights and what do you add to help the party not die in the encounter. This is also an issue for Honey Heist where it'll be hard to skills if someone gets the Hacker role and the closest thing to technology in their world is some oil lanterns and a bunch of healing potions.
I have many ways to implement these games into 5e like
- Making only the NPCs use different gaming systems
- Creating a homebrew gaming system so they can easily go from RPG to RPG
- Have them continue to use the d20 system no matter the game
- Scrap the idea
- Let them use the other RPG character classes like subclasses and tone down their abilities a tad
- have only small portions of the other games be included like just the and that's it.
Here's my problem:
How do I include these different RPGs into 5e, and how do I do it in a way that is simplest for the players and myself?