The Shaman
First Post
In the d20 Modern "2.0" thread, King of Old School mentioned the phrase "D&D Modern" that some use to describe WotC's Modern adventure game.
It's true that d20 Modern's campaign modules tend to be heavy on FX of one sort or another: All three campaign models in the core rule book (Agents of Psi, Shadow Chasers, and Urban Arcana) and (even more inexplicably) d20 Past (Age of Adventure, Shadow Stalkers, and Pulp Heroes) include magic and/or psionics, the only WotC-published campaign book is an expansion of Urban Arcana, and d20s Future, Apocalypse, and Cyberscape all include classes and campaign models that nod to magic and psionics - I believe one could make the case that advanced tech such as franks/moreaus, mutations, and cybernetics is also a form of FX as well.
Speaking for myself, I've run five Modern games now: three (Seventies cops-and-robbers, American Wild West, and Fifties military) had no FX, one (contemporary necromancers and supersoldiers) had low levels of FX (incantation magic and advanced tech), and one (Seventies post-apocalypse) uses fair amounts of advanced tech - I'm also working on a no-FX Victorian espionage game. I've not run anything with FX as prevalent as Agents of PSI or Urban Arcana.
I tend to purchase and use no-FX supplements: Sidewinder: Recoiled, Big Bang Ricochet, Blood and Guts, Modern Player's Companion, and Martial Arts Mayhem are my favorites. (I also own Modern Magic, but I haven't used anything from it so far.)
I admit I get rather frustrated with the amount of FX in WotC's Modern books in particular. I wonder why "Age of Adventure," for example, needs magic and monsters - swashbuckling musketeers and swift-riding highwaymen aren't fun enough? I also believe I'm totally in the minority on this, that most Modern players are looking for FX in their games - the number of threads asking when magic, psionics, and so on will be added to Spycraft 2.0 hasn't escaped me.
What's your take on Modern FX?
It's true that d20 Modern's campaign modules tend to be heavy on FX of one sort or another: All three campaign models in the core rule book (Agents of Psi, Shadow Chasers, and Urban Arcana) and (even more inexplicably) d20 Past (Age of Adventure, Shadow Stalkers, and Pulp Heroes) include magic and/or psionics, the only WotC-published campaign book is an expansion of Urban Arcana, and d20s Future, Apocalypse, and Cyberscape all include classes and campaign models that nod to magic and psionics - I believe one could make the case that advanced tech such as franks/moreaus, mutations, and cybernetics is also a form of FX as well.
Speaking for myself, I've run five Modern games now: three (Seventies cops-and-robbers, American Wild West, and Fifties military) had no FX, one (contemporary necromancers and supersoldiers) had low levels of FX (incantation magic and advanced tech), and one (Seventies post-apocalypse) uses fair amounts of advanced tech - I'm also working on a no-FX Victorian espionage game. I've not run anything with FX as prevalent as Agents of PSI or Urban Arcana.
I tend to purchase and use no-FX supplements: Sidewinder: Recoiled, Big Bang Ricochet, Blood and Guts, Modern Player's Companion, and Martial Arts Mayhem are my favorites. (I also own Modern Magic, but I haven't used anything from it so far.)
I admit I get rather frustrated with the amount of FX in WotC's Modern books in particular. I wonder why "Age of Adventure," for example, needs magic and monsters - swashbuckling musketeers and swift-riding highwaymen aren't fun enough? I also believe I'm totally in the minority on this, that most Modern players are looking for FX in their games - the number of threads asking when magic, psionics, and so on will be added to Spycraft 2.0 hasn't escaped me.
What's your take on Modern FX?