Gwaihir said:
If you were to transport your characters to current day how would you handle this mechanically?
In no particular order:
-Assume they would retain some or all magic ability.
-Would you alter feats?
-Would you convert to D20 modern rules for a few sessions?
-Force them to leave obviously archaic items (shields for example) in hiding.
Has anyone moved D&D characters forward in time and if yes, how did you handle this?
Thanks
I've always always always wanted to do this. "The City Beyond the Gate" is my favorite adventure that I haven't actually run. It's worth reading, but I would edit it. For example, it's supposed to be early 1980s London, but it was some anachronistic features, like horse drawn beer wagons . . .
What I have done is bring a character into D&D from other worlds. Specifically, an real world (no magic) ancient Greek warrior, and a Stargate-world Marine Corps SG-team member. Gate and portal accidents, what fun! For the Stargate character, I had the player create the character using modified Stargate d20 rules + plus the D&D 3.5 Ranger class, stripped off the enemy and magic using features, but with additional class skills, available cross-class skills, and free Feats from Stargate d20/d20 Modern, like Driving, Computer Use, First Aid, Firearms-Basic, Firearms-Automatic, Ancient Weapons-Simple, etc. I would then let him advance in the made up class or take a level in regular D&D Ranger or Fighter to get the Martial Weapons (all) class feature.
Anyhow, back to your questions . . .
-Assume they would retain some or all magic ability.
Yes, if this a different world of the Prime Material Plane, which is how I'd play it. You're free to make it a different plane, where gunpowder works but magic does not, vice versa of D&D's PMP.
-Would you alter feats?
No. Though the "real world" has some different skills and feats available because of our technology -- Firearms-Basic feat and Computer Use skill, for instance.
-Would you convert to D20 modern rules for a few sessions?
No. D&D can live with some extra stuff. Most modern real world humans would fit well into slightly altered versions of the Expert, Commoner, and Aristocrat classes. I'd say Experts are much more common than in D&D worlds, due to education. Additional classes that should exist for adventurers in "D&D Modern" (more compatible with D&D than D20 Modern) would be:
- Rogue (slightly modified feats and skills)
- Soldier (modified Ranger as explained above), used for soldiers, cops, etc.
- Scientist (Expert)
-Force them to leave obviously archaic items (shields for example) in hiding.
As other say, no force. Let them figure it out for themselves.
One of the biggest issues I have is language. You need to decide if Common is English or Latin or completely unknown. In my vision of this, Common is completely different, but Elvish in Tolkien is real D&D elvish. Unfortunately, only Peter Jackson, Chris Tolkien, and a few actors, scholars, and geeks can understand it at all. Yes, if I ran this, I'd love to have the PC's trying to track down Gary Gygax or Chris Tolkien to try and figure out how to get home. And in my version, none of these guys actually know anything about magic, and would basically think you're nutty fanboys.
Think of this as a D&D Cartoon or Wizard of Oz in reverse . . . how to get home from the normal world to the bizarre place where you belong is a great adventure!
I did once run something like this. I had Oriental Adventures (1st Ed.) characters ported to Gamma World, and when they tried to make it back on a stolen rocket ship, they ended up on a different "Type M" planet -- Earth in 1967 -- crash landing in the New Mexico desert. After some interesting trashing around trying to figure out where they were, they ended up being captured by the authorities and shipped off to the 'Nam as very Special Forces. They got home by finding a Ring of Three Wishes hidden in a ruined temple in the jungle.