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There's even a dungeon synth album, and I sure love dungeon synth so I've already bought that too.
I don't love using OSR D&D to run it, though. This kind of setting seems tailor-made for me to use WFRP, so my current project is converting over the mechanics to WFRP. Fortunately, since it's standard OSR and based on the Old-School Essentials ruleset, there's really no complicated mechanics at all. It's your standard 3d6 in order, pick your class, gain one power per level kind of deal, so all of that slots pretty well into the WFRP paradigm. Dolmenwood doesn't have dangerous magic but I think it would be better with dangerous magic so that doesn't bother me either.
The one thing I need to change is advancement. WFRP famously has the career system, where you start as a rag-picker or a roadwarden or a bravo or a fisherman or a rat-catcher (with a small but vicious dog) and then advance through into cat burglers, engineers, duelists, scholars, and wizard lords. This is both great for verisimilitude (it grounds all characters in the world) and awful for verisimilitude (a classic complaint was how many wandering vagabonds decided to become assassins purely to pick that sweet +2 Attacks). It's the most recognizable part of the system and I have a bit of a problem in that I have never really liked it, to the point that when I ran it I replaced the system with the more free-form one based on Aptitudes from the Warhammer 40K game Only War, though even there, there was some friction (
When I was younger I really didn't like class/level systems because they were unrealistic and they constrained player choice and all the usual reasons, but now that I'm older I recognize that analysis paralysis is a thing and class systems provide an easy way to distill a series of options down into limited set of choice--it's easier to pick Fighter and have all the stuff that makes you good at combat happen automatically than having to scan a list of 3000 Feats and pick ones that help while avoiding traps like Toughness. That's usually seen as one of the pros of the OSR, the lack of fiddly bits and endless "build options" and "character optimization." But while I'm not a fan of character optimization, I really like build options a lot.
However, the Warhammer 40K game Dark Heresy had a different system that I'm planning on stealing. Dark Heresy had a class/level system, but it was one with a lot of choice involved. You'd pick a class like Assassin or Guardsman or Imperial Psyker and as you gain experience you advance up in levels, but the difference is that what you gain isn't fixed. Each level has a list of possible advancements you can buy, as you gain more levels (and thus more experience with your character), the range of advancements expands but at a rate that increasing system mastery allows you to handle, or at least that's the hope. I'll just need to use the Dark Heresy careers as a guideline when I make fantasy versions like Magician and Warrior and Thief. Some of these are easy--Dark Heresy's Scum converts to Thief nearly 1 to 1--and some are a bit harder, like converting the Imperial Psyker over to the Magician, but I think the general framework splits the difference nicely. And Dark Heresy enemies aren't so mechanically complicated that it would be hard to convert OSR monsters over either.
I think this has potential.