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<blockquote data-quote="wingsandsword" data-source="post: 2932311" data-attributes="member: 14159"><p>I believe Monte Cook has said that Dark*Matter grew out of and was inspired by an in-house Call of Cthuhlu campaign played at TSR in the mid to late 90's, so fitting the Cthuhlu Mythos into it is actually kind of appropriate, and something they probably would have done themselves if not for copyright and licensing issues.</p><p></p><p>Personally Dark*Matter was my favorite modern-day type setting. I painstakingly converted it over to d20 Modern long before the Menace Manual did most of the monsters for me, and I ran a year-long d20 Modern Dark*Matter campaign that I loved to run. I strongly hope that it's pretty much the same flavor and style of original Dark*Matter, with just a rules update, and it doesn't try to shoehorn Dark*Matter into d20 Modern (like replacing the Hoffman Institute with Department 7, using the existing classes for FX like mage and acolyte, or replacing the tide of dark matter with "shadow" or anything like that).</p><p></p><p>I'd say it would be a good chance to introduce a Skills & Feats type FX system into d20 modern, since that's pretty much how the original system worked, and since spellcasters and psychics were pretty limited in what they could do. Although the Occultist and Mesmerist classes would be passable substitutes, I guess, classes specifically fitted to the setting, like one for each FX type, would be the best.</p><p></p><p>Between a new version of Dark*Matter and a new edition of Star Wars, WotC is getting me to buy RPG books again, just when I'd gotten burned out on buying yet more D&D manuals.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2932311, member: 14159"] I believe Monte Cook has said that Dark*Matter grew out of and was inspired by an in-house Call of Cthuhlu campaign played at TSR in the mid to late 90's, so fitting the Cthuhlu Mythos into it is actually kind of appropriate, and something they probably would have done themselves if not for copyright and licensing issues. Personally Dark*Matter was my favorite modern-day type setting. I painstakingly converted it over to d20 Modern long before the Menace Manual did most of the monsters for me, and I ran a year-long d20 Modern Dark*Matter campaign that I loved to run. I strongly hope that it's pretty much the same flavor and style of original Dark*Matter, with just a rules update, and it doesn't try to shoehorn Dark*Matter into d20 Modern (like replacing the Hoffman Institute with Department 7, using the existing classes for FX like mage and acolyte, or replacing the tide of dark matter with "shadow" or anything like that). I'd say it would be a good chance to introduce a Skills & Feats type FX system into d20 modern, since that's pretty much how the original system worked, and since spellcasters and psychics were pretty limited in what they could do. Although the Occultist and Mesmerist classes would be passable substitutes, I guess, classes specifically fitted to the setting, like one for each FX type, would be the best. Between a new version of Dark*Matter and a new edition of Star Wars, WotC is getting me to buy RPG books again, just when I'd gotten burned out on buying yet more D&D manuals. [/QUOTE]
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