Classic Adventuring in Urban Arcana

You could always be strict about the Proffesion skill and its use. Begin the campaign by telling everyone that they are proffessional adventurers/monster hunters. They can't have ranks in any other proffession becuase they don't have time to pursue it. They can't gain wealth in any other way. The life style is all or nothing. As much as I think wealth works in modern games, to get what you want you might want to scrap it and run on $s instead.
 

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I prepared an adventure using d20M and Urban Arcana to run a traditional fantasy adventure. But I've never got to run it.

Basically my plan was to run D&D but use the d20M rules stripping out everything modern. I set it about early PL3 late PL2.

I thought it was a good idea. I just lost my group, havn't DMed in years now. I think your game sounds like a good idea.
 

I don't think its any harder to run...if your players are into it.

Another idea- about a decade ago, some bright people took the idea of the legends of the Knights Templar's mission to protect the Holy Grail, stood it on its head a little bit and made a TV show. Called Friday the Thirteenth: The Series (and having absolutely NOthing to do with the movies), it told the story of a family whose ancestor had opened a Curio Shop, in which all of the items in the store were cursed...think Needful Things. His descendants are trying to undo his evil, and are charged with collecting all the things he sold and putting them in a special Vault.

The cool parts of this for YOU is that it gives the players a common focal point to build PCs around, a home base of operations, and it gives you a nice background story around which to plan adventures.

As for how they make their money, invariably, there will be valuables to find in the areas around these cursed objects- antique furniture, art, jewelry...depending upon how long ago the ancestor was in business, there may be even old coins and gems.

Thus, while Profession will be invaluable, your PCs would also need appraise skills. Ostensibly, they'd be treasure hunters & appraisers. Think Antiques Road Show + Buffy the Vampire Slayer. Instead of trying to find merchants to sell stuff to, THEY would be the merchants doing the selling.
 
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Want a mild apocalypse?

Right now I am playing a game set some time in the future in the city of new orleans. It's not exactly what you are looking for, but the same type of setting could be modified to include more fantastic elements.

Background

Welcome to the distopian future of "New" New Orleans. Between global warming and 5 massive super-hurricanes that hit the area between 2005 and 2015, the city of New Orleans was in pretty bad shape. The city, already below sea level, experienced nearly daily floods of toxic water from Lake Pontchartrain and the Mississippi River. The levee's were routinely topped or breached and the pumps could not remove the water fast enough. Add to that the desperate poverty and the city nearly descended into madness as criminal elements took over. New Orleans once again regains the title of "murder capitol of the world"; with per capita homicide rates equal to Mogadishu and Rio de Janeiro combined. In some neighborhoods, you had a higher statistical chance of surviving a self-inflicted gunshot wound to the head than walking 2 blocks after dark. The citizens had enough and took to the streets in protest. Hundreds of "rioters and looters" were slain and thousands beaten and arrested by local police before the people returned to their flooded homes, but at least someone listened.

A massive public works project began to elevate the city above potential floodwaters and provide much needed security for the every day people of the city. Massive water and wind proof towers were built around and within the city. Each one of these towers is virtually a city unto itself, with apartments, industrial and commercial areas to support a community of over a hundred thousand within each tower. While by no means beautiful, these towers are efficient and relatively safe, though some criminal activity has yet to be stamped out. Combined these towers house the millions of everyday citizens whose hard work fuels the booming economy of the new city. On top of these towers, a massive platform with a surface area of nearly 400 square kilometers was built with a shiny new city on top. The new city is beautiful, clean and safe. Filled with elegant gardens, parks and fantastic restaurants, it is the hub of high culture and the residence of the cities wealthy and powerful.

However, all is not well in the new city. For one, the old city still lies within is shadow, now flooded with the murky brown water and much of it is denied direct sunlight during the day. People still live there, some because they could not find a home in the overflowing towers, some hanging on to their now valueless property, some to ply their criminal trade, and some because they are too mutated to fit within "polite" society. It is a place where people go to loose themselves, and on rare occasion to find themselves. It is a dangerous place, filled with disease and controlled by warlords, druglords and mysterious cults. But even they sometimes find themselves preyed upon by creatures lurking in the shadows and in the murky stagnant water. Most people here live on the upper stories of old buildings and use small boats to navigate the flooded streets.

The leaders of the new city are corrupt, nearly everyone says so. They "allegedly" live opulent lives, skimming and embezzling from the City Construction Project and accepting kickbacks from business and criminals while ignoring the plight of those left behind.

Occultism has been on the rise as well. Voodoo is a mainstream religion in the city, and a large number of newer cults have sprung up as well. Despite Voodoo's popularity, few believe the rituals have any power, and usually they do not. However, magic does exist, even though the general populous generally agrees that it does not. Those in the underground/old city are typically more accepting due in large part to their constant exposure to the unusual.

The toxic waters that entered the city decades ago are known to cause mutations among the children of those that have been exposed. Many people in the upper city often view mutants with distrust and disgust. They are commonly targets of persecution by the police and by "good ol' boys", often finding their only refuge in the lower city where there are entire communities of outcasts filled with people of every type, shade, and number of appendages.

Psionics are a fairly new development, only manifesting within the last decade. Few accept psionics as a fact; most view those claiming such powers as insane. Why psionics have appeared and how it works is still largely a mystery even to its users, though some organizations are known to be actively researching the topic.
 


What jury would believe that old Mrs. Jenkins was really a flesh-eating troll?

Set it during the great depression or the energy crisis or some other period of major economic sluggishness. The players can’t find honest work, which opens them up to a whole host of other “exotic” jobs, EG adventuring. If the factory closed down and the towns got got no other employers, checking out that old cave where they say an old crazy prospector buried treasure starts looking a little more appealing.

Or

If you want to take the “PC’s are like D&D adventures but in the modern times” idea to its ultimate conclusion and make them D&D adventures sent to our time by some magical weirdness. It’s the D&D cartoon in reverse.

or

The PCs could all be wrongfully convicted, escaped prisoners. If they stick around one place too long they risk arrest by the local authorities. Like a shadow slayers/the fugitive crossbreed.

It'd be easy to tie a set of introductory adventures together. Something like: PCs find out that the town preacher (or whoever) is a necromancer (or whatever), they put a stop to his nefarious plot and then… they get arrested for it. The extenuating circumstances can’t be brought into court because the shadow keeps the judge, jury and lawyers from seeing it. Their conviction would lead to prison and maybe a prison based adventure then finally a prison break and then the rest of the campaign.
 

Sounds a little like "X-Crawl"...

Of course, the first thing that popped into my head was "Steve Irwin: Dragon Hunter"

Followed by "Preternatural Animal Cops"

And a televangelist preaching against the "Pro-Unlife" lobby...

And "People for the Ethical Treatment of Mythological Animals" protestors...

And the "Mythbusters" show about "Does garlic really stop vampires?" (Adam will be out of the hospital soon, I hear...)

(Of course, maybe I'm just reading too much Irregular Webcomic: http://www.irregularwebcomic.net/ )
 


For some of my games, I just do away with the Proffession/Wealth interaction in general. IMO, it was a "good idea" but a bad execution ...

D20Modern isn't supposed to be about "getting stuff". The assumption is that it's an action movie styled game, and in the action movies the good-guy is usually entirely cut off from supplies (Die Hard) or has whatever he needs (Lethal Weapon, when Mel's suddenly just got a sniper rifle ...). It's not supposed to be a game of abject poverty and scrounging for bullets ... you've got bullets, or you don't, and if you don't, you can just buy some ... why? Because it would be a sucky action movie if Mel's sitting in his trailer saying: "I can't help you fight the South American Cartel, I ran out of ammo and because I live in this trailer I'm totally too poor to buy more, and we're going 'above the law'."

Usually, if the adventure IS their profession, I don't allow Profession to work as it does in the game ... since the game itself is the 'profession' roll. I usually do this with Dark*Matter games, where the PCs are members of Hoffmann, and I hand-waive their not-Hoffmann lives ... all of the gear they use "in game" is coming from Hoffmann.

Or, the d20Future game I ran, the PCs were the crew of a light freighter and the game itself was them getting contracts and hauling freight and making money (and sometimes getting in gunfights). So for that, all of their equipment they had to buy themselves, but they had to do it with the money they got from freight contracts. I was a little more in-depth, because that was part of the fun, giving particular contracts a real dollar amount, letting them divide shares, then converting that to PDCs and Wealth. I get alot of use out of that Dollars-to-PDC chart in the back of the book ... takes a second longer, but it gives the "I like money" folks a feeling of verisimilitude without having to do all the PITA stuff involved with tracking actual dollars for everything.

--fje
 

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