In order of publishing date:
August:
Bad Axe Games
Based upon the d20 Modern SRD, Bad Axe Games' Grim Tales is the high adventure, low magic campaign tool-kit for fantastic roleplaying in your favorite pulp genres, from the dawn of Atlantis to the apocalyptic future of a dying planet. Each chapter is presented in true tool-kit fashion, allowing the GM to pick and choose from a wide variety of campaign trappings-- Spellcasting, Horror, Technology, Vehicles, Firearms, Cyberware, and more-- and to integrate them seamlessly into the campaign, and includes multiple variants of each optional rule to allow gamemasters to fine-tune the realism and lethality of their game.
October:
Sword & Sorcery
Gamma World Player's Handbook,October 2003, Related Books d20 Modern Roleplaying Game
Gamma World Player’s Handbook pays homage to the classic editions of years past, while incorporating entirely new concepts certain to appeal to fans new and old. Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules. This core sourcebook has exciting new rules for mental powers and other mutations, including how to create intelligent animal races. This edition is the first major new product line for d20 Modern, and also offers conversion rules for D&D 3.5.
2004:
WotC
Posted by Charles Ryan on the WotC boards:
Looks like it's going to be a fun winter for d20 Modern.
August:
Bad Axe Games
Based upon the d20 Modern SRD, Bad Axe Games' Grim Tales is the high adventure, low magic campaign tool-kit for fantastic roleplaying in your favorite pulp genres, from the dawn of Atlantis to the apocalyptic future of a dying planet. Each chapter is presented in true tool-kit fashion, allowing the GM to pick and choose from a wide variety of campaign trappings-- Spellcasting, Horror, Technology, Vehicles, Firearms, Cyberware, and more-- and to integrate them seamlessly into the campaign, and includes multiple variants of each optional rule to allow gamemasters to fine-tune the realism and lethality of their game.
October:
Sword & Sorcery
Gamma World Player's Handbook,October 2003, Related Books d20 Modern Roleplaying Game
Gamma World Player’s Handbook pays homage to the classic editions of years past, while incorporating entirely new concepts certain to appeal to fans new and old. Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules. This core sourcebook has exciting new rules for mental powers and other mutations, including how to create intelligent animal races. This edition is the first major new product line for d20 Modern, and also offers conversion rules for D&D 3.5.
2004:
WotC
Posted by Charles Ryan on the WotC boards:
I can't say much about d20 Future at this point, but I will share a couple things.
d20 Future isn't establishing a default campaign setting, like Urban Arcana. The book will instead provide info on a wide variety of science fiction setting types and styles.
Also, in response to some questions and speculation I've seen posted in other threads, d20 Future is straight science fiction, without fantasy elements. In other words, you won't find magic or dragons in d20 Future. (You may see some "supernaturalish" elements appropriate to SF style games, though, like psionics, alien tech, and precursor artifacts. . . .)
Beyond that, you'll just have to wait and see!
Looks like it's going to be a fun winter for d20 Modern.