Homebrew A Hardboiled Setting


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The Ultimate Guide to having special powers in a modern setting is still Mutants and Masterminds Noir.

It suggests that when players level up they have to have additional tragedies and complications.

I think Hardboiled and D&D are going to pull you in separate directions. The wizard is a power fantasy: The educated person who solves their problems with knowledge and study.
In the pulps, that's a mad scientist or a hopeless egghead. Harry Dresden casts spells but he's in a world with tremendous magical tension all the time. It lets him keep up, barely.
Someone with access to a first level spell book could turn a mafia upside down. Magic Missile is a gun that never misses. A familiar is an alley cat that can track anyone through the urban jungle and snitch out their hideout. Unless the gang leaders have their own mages... In which case, you've created Greyhawk with trench coats.

Clerics are right out. If God answers your prayers, then what's there to drink about? Magical healing also makes the setting way too optimistic.

There's also the issue that you're going to become quickly superhuman. Feed the bums under the railroad tracks with goodberry. Hide from the law with rope trick. Fly, teleport... Suddenly your problems are far away.

Dark pact warlocks? Sure. They fit right in. But D&D characters get strong and fix the world. That ain't hard boiled.
 

The Ultimate Guide to having special powers in a modern setting is still Mutants and Masterminds Noir.

It suggests that when players level up they have to have additional tragedies and complications.

I think Hardboiled and D&D are going to pull you in separate directions. The wizard is a power fantasy: The educated person who solves their problems with knowledge and study.
In the pulps, that's a mad scientist or a hopeless egghead. Harry Dresden casts spells but he's in a world with tremendous magical tension all the time. It lets him keep up, barely.
Someone with access to a first level spell book could turn a mafia upside down. Magic Missile is a gun that never misses. A familiar is an alley cat that can track anyone through the urban jungle and snitch out their hideout. Unless the gang leaders have their own mages... In which case, you've created Greyhawk with trench coats.

Clerics are right out. If God answers your prayers, then what's there to drink about? Magical healing also makes the setting way too optimistic.

There's also the issue that you're going to become quickly superhuman. Feed the bums under the railroad tracks with goodberry. Hide from the law with rope trick. Fly, teleport... Suddenly your problems are far away.

Dark pact warlocks? Sure. They fit right in. But D&D characters get strong and fix the world. That ain't hard boiled.
Some good points, especially about magical healing.

Perhaps magical healing costs the caster something. Healing could even be handled like the empath in Star Trek: TOS.

Or perhaps it’s via potions & ritual magic only.
 

I think clerics can be great in noir. Exhibit A: Fsther Damian Kara’s, in The Exorcist. Exhibit B: Fsther Paul Duré, in Hyperion. Priests doubt, succumb to stress and shock, have conflicting obligations, face unhelpful hierarchies, and so much else.
 


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