D&D General How Insane Is This Idea?

Zaukrie

New Publisher
I've played every DnD version, and Savage Worlds (twice, long ago). I own Level Up and 13th Age and PF2e and a few starter sets of other games.....

I'd like to try new games, and one idea is.......My party ends up in Sigil (they've chosen to follow a Nothic and Neogi thru a portal), and every time they go thru a new door, they go to an alternative universe where the world is just a bit different. So different, we run a different game for 2-3 sessions to learn their new powers.

This would require me to roll up (for the first world anyway, as a surprise) three PCs above level 1, and to learn new systems (at least enough to run a game). this would be online, as we are in different states.

While I think it would be interesting to run a rogue in 4-7 different systems, I'm not sure I have the bandwidth to learn that many systems. This isn't my only hobby....
 

log in or register to remove this ad


Clint_L

Hero
To me, that sounds like a lot of work for maybe not that much benefit. Are those systems really distinct enough to make the change in gameplay worth the effort?

I have actually done what you describe, but I substitute games that are radically different...and easy. I have used Dread in my campaigns, but if you can pull a jenga block, you can play Dread. And my next D&D session is going to be mostly done using Fiasco, with some D&D bells and whistles (I am really looking forward to dungeon mastering being shared equally with every player at the table, working alone and in groups).

So if you're going to change systems, I suggest really changing systems. Maybe they are all transformed into animals and its suddenly a game of Trash Pandas or something.
 

J.Quondam

CR 1/8
It's a fine idea, imo! I vaguely recall someone here on ENWorld has mentioned a campaign like that, where they hopped through portals to different worlds, each one based on a different edition of D&D. Would be an interesting Planescape premise.

Somewhat different, but...
Several years ago I did something similar using ultralite systems. It was structured like a book club: when we switched systems, everyone had to read the rules* on their own time, then we spent a session converting existing characters and playtesting the rules for a few test scenarios. Then in the next few sessions we just continued the campaign with same PCs but restatted on the new charsheets.

The campaign was just homebrew generic fantasy. It wasn't explicitly set up any logical points to switch the rules; we just decided to change every few sessions. (The point at the time was to play with new rules, not focus on the campaign story.) In retrospect, though, I wish we'd thought to structure the campaign itself to something like you mention, with portals or planar rifts or something to purposefully provoke the switch in rules.

Of course, the reason that experiment worked fairly well was (1) everyone involved was specifically interested in trying new rules; and (2) learning those specific rules was easy as they were so small. I don't think it would have worked with more full featured games because of the learning curve. On the other hand, if everyone is already somewhat familiar with the various game systems in question (eg, maybe using quickstart rules and the like?), it could be a really fun thing to try.


* Our candidate rule sets were limited to 40 pages max. The ones we actually used were all under 5 or 10 pages, iirc, even as small as one page.
 

Voadam

Legend
When running a Pathfinder 1e game and the party went into the First World of the Fey where the rules are arcane and obscure and the world feels more ancient primeval and off I temporarily ran the game using 1e AD&D rules. I felt this matched the fey otherworld feel I was going for well. Part of it was this was a known temporary thing so the party was willing to be disoriented and off their carefully built mechanical stat blocks for a while knowing it was not a bait and switch for the permanent campaign.

I think it can work for a Sigil and different planes experience, but matching planes to systems for a lot of different stuff will be a bit tough.

On Asgard you use Exalted, on Mechanus you use Star Trek, In Hell you use 40K, etc.
 

overgeeked

B/X Known World
I've played every DnD version, and Savage Worlds (twice, long ago). I own Level Up and 13th Age and PF2e and a few starter sets of other games.....

I'd like to try new games, and one idea is.......My party ends up in Sigil (they've chosen to follow a Nothic and Neogi thru a portal), and every time they go thru a new door, they go to an alternative universe where the world is just a bit different. So different, we run a different game for 2-3 sessions to learn their new powers.

This would require me to roll up (for the first world anyway, as a surprise) three PCs above level 1, and to learn new systems (at least enough to run a game). this would be online, as we are in different states.

While I think it would be interesting to run a rogue in 4-7 different systems, I'm not sure I have the bandwidth to learn that many systems. This isn't my only hobby....
Unless those systems are nearly identical, it's going to be a massive burden on the players to play. Most people refuse to learn a new system as is. Learning a dozen in a short time...not a great idea. The other option is to run it as a black box, i.e. the players just don't know what the rules to the game actually are...which presents a whole host of other problems. Unless the players are 100% on board with the idea this could crash and burn quickly. It's definitely not something you surprise your group with.
 

This really sounds like a "make sure everyone is on board with it" scenario. There have definitely been times where I would have jumped at playing this. I'm a big believer in the concept that mechanics are part of the narrative, and it would be an awesome way to demonstrate the differences in worlds. And it would be a great way to get into new systems.

But right now, I'm more in a "Can't we just play the game?" space in my head. The idea of learning that many sets of rules and keeping them straight feels more like work than play.

It's likely that my desire to play a game like this will change over time. Especially if things with WotC continue to head south. This might be an ideal way to test new systems and decide what to use as a OneD&D alternative. But I'm not at that point, yet.
 

Richards

Legend
I did something a little bit similar years ago, running our initial D&D 3.0 campaign with my two sons. They were running a male human cleric and a female elf sorcerer, and they both got hit by a pair of variant nagas with venom-laced tail stingers. The venom caused them to hallucinate, so I kept taking away their D&D PC sheets and replacing them with sheets from the game we were (allegedly) really playing. In turn, their PCs (in their minds) became:
  • Harry Sullivan and Sarah Jane Smith encountering cybermats in a game of "Time Lords and Temporal Anomalies"
  • Simon Tam and River Tam being chased in a hospital in a game of "Rebels and Reavers"
  • Xander Harris and Buffy Summers fighting vampires in a graveyard in a game of "Slayers and Scoobies"
  • Fox Mulder and Dana Scully fighting a pyrokinetic in a warehouse of fireworks in a game of "X-Files and Extraterrestrials"
  • John Steed and Emma Peel fighting cybernauts in an office building in "Agents and Avengers"
  • Reed Richards (Mister Fantastic) and Susan Richards (Invisible Woman) fighting Doctor Doom in "Marvels and Menaces"
In each case, it seemed as if they were waking up from a dream and this new reality was what was really going on. Eventually, the hallucinogenic venom wore off and they found themselves back in the treasure room, where they were being partially swallowed by the nagas. But I had made up alternate PC sheets for each of the alternate versions of their PCs, which included a logo of the fake game in the corner. This had the advantage of using the same set of rules (D&D 3.0), just a continuing sequence of different settings.

It was fun for one session, but I wouldn't have wanted it to have gone any further than that.

Johnathan
 

Zaukrie

New Publisher
Unless those systems are nearly identical, it's going to be a massive burden on the players to play. Most people refuse to learn a new system as is. Learning a dozen in a short time...not a great idea. The other option is to run it as a black box, i.e. the players just don't know what the rules to the game actually are...which presents a whole host of other problems. Unless the players are 100% on board with the idea this could crash and burn quickly. It's definitely not something you surprise your group with.
That's my fear. Thanks,
 

Zaukrie

New Publisher
This really sounds like a "make sure everyone is on board with it" scenario. There have definitely been times where I would have jumped at playing this. I'm a big believer in the concept that mechanics are part of the narrative, and it would be an awesome way to demonstrate the differences in worlds. And it would be a great way to get into new systems.

But right now, I'm more in a "Can't we just play the game?" space in my head. The idea of learning that many sets of rules and keeping them straight feels more like work than play.

It's likely that my desire to play a game like this will change over time. Especially if things with WotC continue to head south. This might be an ideal way to test new systems and decide what to use as a OneD&D alternative. But I'm not at that point, yet.
This, especially the second paragraph. Thanks,
 

overgeeked

B/X Known World
That's my fear. Thanks,
If you used a generic system it could work perfectly. The idea of hopping dozens of genres is awesome. The idea of hopping dozens of systems as you go...not so much. But that's me. Maybe your players would absolutely love it. I don't know them.
 

Zaukrie

New Publisher
If you used a generic system it could work perfectly. The idea of hopping dozens of genres is awesome. The idea of hopping dozens of systems as you go...not so much. But that's me. Maybe your players would absolutely love it. I don't know them.
Partly I want to try new systems, but every month might be too often.....The idea that your powers are just slightly different in every reality is intriguing....
 


Clint_L

Hero
So if you're going to change systems, I suggest really changing systems. Maybe they are all transformed into animals and its suddenly a game of Trash Pandas or something.
Quoting myself because I just realized that I have to do this in an upcoming session.

Edit: and I do think the key is keeping the new game pretty simple so that your players don't have to spend a ton of time learning the system.
 

cbwjm

Legend
I wanted to do something like this, but instead of world hoping it was going to be a time travel game using past editions. I wanted to use BECMI, 2e, PF 1e (was originally going with 3e, but I like the updates in PF), and 4e before finishing in 5e, sort of a showcase of past editions. Might have to change Thac0 for the two earlier editions, too many people are vehemently against it, no idea how my group would react to it (I know at least one would be fine, but the others, who knows?!)

For the world spanning adventure based in Sigil, any version of DnD should be fairly easy to pick up by current players, at least the basics. If I was going to assign game systems, I might go something like the following:
  • Greyhawk, 1e
  • Forgotten Realms, 2e
  • Eberron, 3e/PF 1e (at least use the simplified skill system from pathfinder)
  • Dark Sun, 4e
  • Dominaria, Savage Worlds (I think the spells and trappings work well with magic the gathering). If wanting to keep it d20, then Mutants and Masterminds 2e or 3e.
  • Mystara, BECMI
  • Titan, advanced fighting fantasy. I loved these books as a kid, so thought I'd throw it in here as an option.
 


Lanefan

Victoria Rules
Unless those systems are nearly identical, it's going to be a massive burden on the players to play. Most people refuse to learn a new system as is. Learning a dozen in a short time...not a great idea. The other option is to run it as a black box, i.e. the players just don't know what the rules to the game actually are...which presents a whole host of other problems. Unless the players are 100% on board with the idea this could crash and burn quickly. It's definitely not something you surprise your group with.
I'm not sure here. Personally, I think it would work better as a surprise - the PCs change planes (for whatever reason) and suddenly things work differently. All the mechanics then move DM-side, the players just say in-character what they are trying to do and the DM sorts it out using the new system. Each time something doesn't go as the character sheet says it should the DM would have to narrate what happened instead, and maybe why; and eventually the players would figure out the mechanical basics through repetition and what were player-side mechanics would slowly migrate back to the players.

However, this would only work if the game was shifting to that new plane for the medium-to-long term - long enough for this process to play out such that the players learn and absorb the new system piecemeal during play. Switching every real-world month or so would be a nightmare.
 

I've played every DnD version, and Savage Worlds (twice, long ago). I own Level Up and 13th Age and PF2e and a few starter sets of other games.....

I'd like to try new games, and one idea is.......My party ends up in Sigil (they've chosen to follow a Nothic and Neogi thru a portal), and every time they go thru a new door, they go to an alternative universe where the world is just a bit different. So different, we run a different game for 2-3 sessions to learn their new powers.

This would require me to roll up (for the first world anyway, as a surprise) three PCs above level 1, and to learn new systems (at least enough to run a game). this would be online, as we are in different states.

While I think it would be interesting to run a rogue in 4-7 different systems, I'm not sure I have the bandwidth to learn that many systems. This isn't my only hobby....
This requires a lot of commitment to the bit from both you and the players, and probably work best if you're all experienced in multiple systems, but it could be pretty hilarious and also possibly a good way to find out what systems you enjoyed most.
 

Ondath

Hero
I've played every DnD version, and Savage Worlds (twice, long ago). I own Level Up and 13th Age and PF2e and a few starter sets of other games.....

I'd like to try new games, and one idea is.......My party ends up in Sigil (they've chosen to follow a Nothic and Neogi thru a portal), and every time they go thru a new door, they go to an alternative universe where the world is just a bit different. So different, we run a different game for 2-3 sessions to learn their new powers.

This would require me to roll up (for the first world anyway, as a surprise) three PCs above level 1, and to learn new systems (at least enough to run a game). this would be online, as we are in different states.

While I think it would be interesting to run a rogue in 4-7 different systems, I'm not sure I have the bandwidth to learn that many systems. This isn't my only hobby....
Making them learn 4-7 game systems would be too much IMO. But I had an idea similar to this, at some point: The PCs in my 5E campaign would go to an alternate dimension and suddenly switch to the AD&D 2E versions of their characters, to show that the fundamental rules of the universe were different here. In the end the plot reason for doing this ended up getting abandoned, so I never followed through with it.

Most importantly, while I understand the desire to keep this a surprise, I think this is the sort of thing that the GM should say upfront, at least to some extent. I wouldn't be happy if I signed up to a 5E game with a really cool race/class combination, and then found out all of the cool abilities I was looking forward to will be abandoned when we switch to the Savage Worlds universe. Perhaps you can keep the identities of the specific games a secret, but you should absolutely let your players know this is a system-hopping adventure, and that they shouldn't be wed to a particular ruleset.

Since you need to reduce friction to learn a new system as much as possible, perhaps you can do one of the following:
  • There are at most 3 specific universes they can travel to, and each of these have different rulesystems. The party gets enough time to learn the kink of each system and has the option to switch back and forth between them. I'd say this is still quite a hard bargain.
  • It's not the same ongoing campaign that switches universes, but there is a specific oneshot scenario that you run in each game system separately. Think of it like "What If?" for that oneshot's story. This way, the story will be the same across all games, which can help with player buy-in. Also, people are more likely to give a new system a shot for a oneshot (or, well a series of oneshots in your case, but you get the idea).
 

overgeeked

B/X Known World
Personally, I think it would work better as a surprise - the PCs change planes (for whatever reason) and suddenly things work differently.
Only if, as you say next, that the referee runs all the mechanics. Otherwise the players are likely to revolt. Still, suddenly taking the perceived security of the rules away from the players could still lead to a revolt of sorts.
All the mechanics then move DM-side, the players just say in-character what they are trying to do and the DM sorts it out using the new system. Each time something doesn't go as the character sheet says it should the DM would have to narrate what happened instead, and maybe why; and eventually the players would figure out the mechanical basics through repetition and what were player-side mechanics would slowly migrate back to the players.
That's describing black box play. It's one common mode in FKR gaming, which is my preferred style. But selling that to the players is a big ask. Most don't want to deal with it. They get a sense of security from knowing the rules. As if the rules will somehow protect them from a capricious referee. They can't, of course. But...players.
However, this would only work if the game was shifting to that new plane for the medium-to-long term - long enough for this process to play out such that the players learn and absorb the new system piecemeal during play. Switching every real-world month or so would be a nightmare.
If the goal is to gain a sense of genre-mastery, then sure. You'd want to settle in so the players could get a sense of the genre's "rules" in game...as if the players themselves wouldn't already have a sense of the genres involved. Unless the genres involved are a surprise. But that would only last 1-2 sessions at most. Seeing a superhero flying through the sky would give it away, as would a zombie apocalypse, or the sudden appearance of Cthulhu or dozens of bodies and their murders to solve. If the goal is the fun of genre-hopping, it would be fine.
 

An Advertisement

Advertisement4

Top