We have enough people running D&D so it would be silly to look in that direction. We play it a lot, and I have my own little system that I love immensely - Savage Worlds (SW). The SW game I'm running uses the Day After Ragnarok (DaR) setting. It's basically an alternative to the Weird War II setting (that also looks awesome) where the end of the world happened. Well, it almost happened, and now the Soviets are the huge ominous super power. The setting incorporates magic and super weird tech and is both pulpy (in a Conan the Barbarian kind of way) and horrific (in a Lovecraft kind of way). Although there are just a ton of really great settings out there for SW, DaR is my setting of choice for the time being. Keep Reading to see what I'm doing with it!
|All a GM needs to build a death trap. Yes, a cat is needed.|
I'm not letting this stop me though. I mean, there's like giants who have struck an alliance with the soviets and weird snake people living in the American SouthWest - who am I to put limits on my own dungeon design? From here on out there's a word of warning to my players (especially Chuck - The Bro) that there may be slight spoilers in the rest of the post. I'll do my best to avoid this, but no guarantees! Anyway, I've decided to transplant a castle and put it right inside the Rockies. It was built centuries ago, it's older than the United States as a country, and it could be there right now, how do you know it isn't (science!)? That's the general idea anyway. I'm going to be using an age-old bait to get the guys to actually enter the dungeon. And no, I'm not spoiling that right now.
|Behold! The Entrance!|
The map to the right here is culled straight from one of those links from Dungeon Mastery. MY PLAYERS SHOULD NOT ENLARGE THIS. I KNOW THIS IS TEMPTING, BUT YOU WILL NOT HAVE FUN IF YOU DO. YOU WILL IN FACT KILL FUN AS YOU KNOW IT. DON'T DO IT.
*Ahem* Anyway. Like I said, I stole it straight out of one of Wizards' free dungeons (this is actually from a Raveloft module). I copies everything from design to all the little knick-knacks on the map. It's been a fun challenge to repurpose each aspect of the map to match my setting and make sense as challenges for the players. I've planned my encounters fairly loosely in the past, and I want to do so again, but I like the idea of more structure, so I'm running with it.
|Seriously, ignore the zombies.|