
Only we eat weird food or preservatives.
It must be great living in countries where food has no shelf life.

It must be great living in countries where food has no shelf life.
Hey all, new poster
I have a setting for a fantasy/steampunk/sci-fi blend that I want to try, but I am concerned that this setting might not fit in with regular DND, and I don't want to just tell future players to limit themselves from dnd's customizability, which is the main draw of the game (for me at least).
I also have the minor problem of picking up too many creative things at once, which is not helpful to my sanity, but the successes (and failures) have been both gratifying and enlightening.
So here's the question:
Should I attempt to build a bare-bones TTRPG system specific to this setting? Or should I go through the similarly arduous task of reskinning DND classes, weapons, mounts, etc.?
If it would help, I can describe the setting.
The biggest changes are firearms (not actual firearms, it's not gunpowder), namely automatic weapons with reload cycles and accuracy, battlefield spells, vehicles like cars (again, it's all magic or steam power), megacorps, a massive city full of gangs (classic dystopia), and such stuff. Now, some of this can be done with DND just fine, but balancing automatic weapons is already a task. Additionally, a Cleric of the God of Light seems out of place in a dystopia, or a hexblade facing a group of goblins with automatic weapons. What about all those races/species? Would a rabbit person or a mushroom person fit in? I could limit players, but that feels like cutting out the best parts of DND.
I understand creating a TTRPG is not a simple task, and maybe I will never finish it, but why not try? Maybe I'll learn something.
What's your advice? Reskin, or try my hand? Should I start with mechanics or setting? How do I decide party size?
This set takes place in the plane of Garromon (Gare-em-en).
Aler-Shenan (Uh-leer Shen-en) was once a magic prodigy, capable of double-casting spells and learning enchantments rapidly. As his prowess grew, he became hungrier for power. His entire life, he felt a whispering call to a source of boundless magic, but was unable to reach it. That was until very recently. Through the splitting of his soul, he was capable of traversing the Mirror, a planar region near Garromon which was identical in all except life. When he found the source of his call, he accepted it and grew immensely powerful. The Mirror Blight took over his body, disfiguring him completely but granting him the ability to harness the blight. He would use it to return to Garromon and cleave his soul back together.
The Mirror Blight spread, contaminating the places and people around him. Creatures would sprout twice as many limbs or heads, hills and valleys would reshape, and nothing would stay dead. Instead of fighting the Blight, Aler-Shenan embraced it and used it to conquer. Wherever he went would be tainted and twisted.
The power-hungry, vainglorious Berraga (Bear-Ra-Ga), once a proud and defiant Devil, saw Aler-Shenan as a great ally in his own conquest.
Berraga was not always a conquering warlord. At one time, he was a mighty warrior who went against his lineage in an effort to gain freedom. But the streak of vicious bloodthirst was always present. When his enemies fell and his lands were secure, Berraga went about exploiting his natural resources in an effort to build an army of artificial beasts. The Mirror Blight had no detrimental effects on his creations, and so he used it to raise an army.
In his factories and swollen cities, unrest grew. The league of Carm (Karm), or the Carm Caram (Kar-ahm is the term used for criminal organizations in Simera, Berraga's home continent), began silently recruiting disgraced lords, clerics, thieves, rogues, pirates, citizens, and any other disgruntled and rowdy people to tear down Berraga's factories. But their strength was never great enough to dent production. That was until Therivold (THer-eh-vold), the Son of Berraga, joined their cause against his father.
Therivold was a child born into a world dominated by his father's ambitions. He was always second to Berraga's campaign. The neglect drove a wedge between him and his father, which Therivold used as an excuse to leave his home. In the wilds of Simera (Sigh-Mere-uh), he trained to hunt, fight, and forage. His skill was honed against the harsh winter colds of the barren north. When the blight crept in, he fled back to his father, only to discover the creature his father was becoming. In shame and anger, Therivold fled to the underground, where he met up with the Carm Caram. His leadership caught the eye of Araka (Uh-Ra-ka) spies, who reported their findings to Leran.
Leran (Leer-on) is the last of the Soul-Weavers, a title bestowed upon the Merfolk high-priests of the Island of Araka. Leran claims to speak to the soul of Araka, whom her people worship as the life-spring of all of Garromon. The Arakans have tamed the seas around their home and harness the power of nature to do their bidding. They claim to be uninterested in the affairs of other kingdoms, but secretly spy on them through merchants and religious figures. After discovering the Blight, Leran chose to lead her people to war, as the Blight would destroy the last of all green life in Garromon otherwise.
Now the four factions are gearing up for a grand conflict to dethrone Aler-Shenan, who, unknown to Leran or Therivold, has awoken his planeswalker spark.
Here is a link to the set, which is under construction. I don't know what a good balance for card cost would be, or how to number cards in a set properly. Advice, criticism, and comments are accepted!