D&D General Western-Inspired D&D adventures


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Many years ago I did Westwater, which was a western b/x version. The immediate feedback I got was 1 star reviews stating "D&D shouldn't do westerns."

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Dungeon Magazine published a handful of adventures for the Masque of Red Death setting that maybe you could adapt with a minimum of work.
  • Issue 55. The Sea Wolf. Lycanthrope on a steamboat.
  • Issue 61. Jigsaw. Frankenstein's monster in Switzerland.
  • Issue 67. Fall's Run. Train snowed in by a blizzard in West Virginian mountains.
  • Issue 71. Dark Magic in New Orleans. Murder and zombies.
 


I've considered doing something like this myself. I have no problem with a campaign that starts to resemble old tv show The Wild Wild West, so using D&D as a basis is not really an issue for me.

However, there are a lot of other problems with old school westerns and colonialism that can be interesting but by and large are just something I don't want to deal with. So I decided that it's an alternate timeline of the real world which lets me use actual maps and some of the factions. But shortly before Columbus sailed in 1492, rifts opened around the world, but it was particularly bad in North America. All sorts of beasties and monsters, some intelligent some not, came out of these rifts and wiped out the indigenous population.

The people colonizing from Europe therefore had a more-or-less blank slate and the enemies the characters will face are not Cherokee or Apache, they're Meenlocks and Glabrezu. It would probably be some sort of war between Fey and Fiends with Native Americans trying to fight the monsters right alongside the settlers. Maybe throw in a "It's a time of myths and legends coming to life for reasons no one understands".

There are a lot of themes to explore here from the evil robber barons to monsters invading the peaceful settlement. Throw in creatures and gods from Native American lore here and there. As far as specifics and guidelines? I have some of the same issues as the OP which is why I haven't done it yet.
 

I've considered doing something like this myself. I have no problem with a campaign that starts to resemble old tv show The Wild Wild West, so using D&D as a basis is not really an issue for me.

However, there are a lot of other problems with old school westerns and colonialism that can be interesting but by and large are just something I don't want to deal with. So I decided that it's an alternate timeline of the real world which lets me use actual maps and some of the factions. But shortly before Columbus sailed in 1492, rifts opened around the world, but it was particularly bad in North America. All sorts of beasties and monsters, some intelligent some not, came out of these rifts and wiped out the indigenous population.

The people colonizing from Europe therefore had a more-or-less blank slate and the enemies the characters will face are not Cherokee or Apache, they're Meenlocks and Glabrezu. It would probably be some sort of war between Fey and Fiends with Native Americans trying to fight the monsters right alongside the settlers. Maybe throw in a "It's a time of myths and legends coming to life for reasons no one understands".

There are a lot of themes to explore here from the evil robber barons to monsters invading the peaceful settlement. Throw in creatures and gods from Native American lore here and there. As far as specifics and guidelines? I have some of the same issues as the OP which is why I haven't done it yet.
I'm solving a lot of this by using Frontiers of Eberron: Quickstone, which puts the West on the border of Breeland and Drooam, the latter an unrecognized nation of monsters and a border that is disputed by both nations. Breeland had "control" of that area on paper for years, but few people chose to live their due to the high monstrous population. Now the monsters claim that territory but Breeland neither wants to find up their claim nor invest heavily to defend it, so it becomes a no man's land not fully under the control of either and both sides claiming the right to colonize. I feel it captures the spirit of the West without much of the unsettling undertones. (Well, no more than D&D normally has).
 

They're offering a free one-shot adventure, too. Scroll down to the "Free Demo" on the Kickstarter page, or try this link: The Holdouts Materials - Google Drive

There's also this OSE adventure that bills itself as "in the tradition of classic dungeon crawl adventures, but with a phantasmagoric fantasy Western aesthetic":

Tomb Robbers of the Crystal Frontier
 

I'd say that Princes of the Apocalypse would need basically next to no changes to be a more "Western" aside from some aesthetics: the small towns threatened by cultist bandits would work well enough.

Same goes for Lost Mines of Phandelver.

Both would be more Pacific Northwest, bu that vibe also fits in the Western genre, not just deserts.
 

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