I recently purchased Hell on Earth: Reloaded, and am truly excited about running this game. Unfortunately, the lack of a plot-point is causing me some consternation on how to begin and maintain the game. To remedy this situation I thought I would approach you good people for help on where to start.
A brief history on my own experience: I have run many RPGs over the last decade and a half, from AD&D, 3.5, 4e, and then in the last couple of years moved into Savage Worlds, currently about a third of the way through Zombie Run. I work full-time, go to school full-time, and have a family. Despite it all, I have a small block on Sunday mornings I can game during. So, my primary limitation is time.
With Hell on Earth, I am chomping at the bit to move forward and begin, but I have become spoiled by other Savage Settings that contain a plot point or adventure generator. What do you suggest I do regarding this? I have access to a multitude of Deadlands:Reloaded material, which I assume can convert relatively easily, but I was looking to run Blood Drive for a newly begun Deadlands game when I saw Hell on Earth had been given the Savage treatment and my players insisted on post-apocalypse.
1) Where should I begin?
2) What other material should I procure?
3) Adventure Generation: After research through these forums, I discovered Days of Ragnarok had a compatible adventure generator, and so I picked it up. It seems very helpful, but still requires a lot of work on my side to fit the themes and setting of HoE instead of DoR. Is there a different way I can go about doing adventure generation that is not time intensive?
4) Many, many years ago I picked up Expedition to Castle Ravenloft for 3.5 D&D. I never actually got to run the game, and it saddened me because the vast amount of material begged to be put on the table-top. So, I've been looking for a clever way to convert it to Savage Worlds, and I think I have it with Hell on Earth. I have two options and I could not decide on the better of the two:
--------------WARNING SPOILER AHEAD--------------
A) Barovia, the primary town in Expedition to Castle Ravenloft, and surrounding land could be a large mesa within the Great Maze, cut off from all land routes and no easy climb from the water. This lends itself to the isolation themes in the adventure as written.
B) It could all be a virtualization run by The GameMaster in the Wizard's Tower of Seattle. While this option definitely has more flair, it is also entirely campy and would keep my easily distracted players from focusing on completing the goals and just try to tear down the 'invisible walls' created by the nature of the virtual world created by The GameMaster.
Which of those two do you good people think is the better option? I like the idea of adding guns and junkertech to the world of Ravenloft from option A, but Option B can serve as an excellent introduction to the power of The GameMaster.