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<blockquote data-quote="Aristotle" data-source="post: 4035181" data-attributes="member: 5885"><p>I want Modern 4E to be absolutely free of variance from D&D 4E, aside from cap systems that follow the themes of the core mechanic to allow for the use of more advanced items. I think by allowing drag & drop access to character classes, talent trees, and especially monsters you get a greater amount of genre freedom and a MUCH larger product pool from "mainstream" products into the niche product line. No. Not everything will make sense in every campaign. The campaign designer will have to be selective about what bits of which products he or she introduces into a campaign. Then again, modern already has that issue given the number of genres it tries to support.</p><p></p><p>Core modern, with D&D elements, should be able to run modern, near future, and near past games either with or without overt supernatural elements. This includes drama/intrigue, action, and horror themes. Modern campaigns with less obvious supernatural presences would be supplemented through character classes built to use existing powers rather than a new power system.</p><p></p><p>The primary product line to support modern should be genre books. Near Future high-tech, Post Apoc., Hard Space, Fantasy Space, and Supers. Each one touching on the 2 or 3 main variations of each genre as sample settings.</p></blockquote><p></p>
[QUOTE="Aristotle, post: 4035181, member: 5885"] I want Modern 4E to be absolutely free of variance from D&D 4E, aside from cap systems that follow the themes of the core mechanic to allow for the use of more advanced items. I think by allowing drag & drop access to character classes, talent trees, and especially monsters you get a greater amount of genre freedom and a MUCH larger product pool from "mainstream" products into the niche product line. No. Not everything will make sense in every campaign. The campaign designer will have to be selective about what bits of which products he or she introduces into a campaign. Then again, modern already has that issue given the number of genres it tries to support. Core modern, with D&D elements, should be able to run modern, near future, and near past games either with or without overt supernatural elements. This includes drama/intrigue, action, and horror themes. Modern campaigns with less obvious supernatural presences would be supplemented through character classes built to use existing powers rather than a new power system. The primary product line to support modern should be genre books. Near Future high-tech, Post Apoc., Hard Space, Fantasy Space, and Supers. Each one touching on the 2 or 3 main variations of each genre as sample settings. [/QUOTE]
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