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d20 Modern: Too much FX?
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<blockquote data-quote="The Shaman" data-source="post: 2724307" data-attributes="member: 26473"><p>In the d20 <em>Modern</em> "2.0" thread, <strong>King of Old School</strong> mentioned the phrase "D&D Modern" that some use to describe WotC's Modern adventure game.</p><p></p><p>It's true that d20 <em>Modern</em>'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 <em>Past</em> (Age of Adventure, Shadow Stalkers, and Pulp Heroes) include magic and/or psionics, the only WotC-published campaign book is an expansion of <em>Urban Arcana</em>, and d20s <em>Future, Apocalypse, and Cyberscape</em> 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.</p><p></p><p>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.</p><p></p><p>I tend to purchase and use no-FX supplements: <em>Sidewinder: Recoiled</em>, Big Bang Ricochet, <em>Blood and Guts</em>, <em>Modern Player's Companion</em>, and <em>Martial Arts Mayhem</em> are my favorites. (I also own <em>Modern Magic</em>, but I haven't used anything from it so far.)</p><p></p><p>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 <em>Spycraft</em> 2.0 hasn't escaped me.</p><p></p><p>What's your take on Modern FX?</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2724307, member: 26473"] In the d20 [i]Modern[/i] "2.0" thread, [b]King of Old School[/b] mentioned the phrase "D&D Modern" that some use to describe WotC's Modern adventure game. It's true that d20 [i]Modern[/i]'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 [i]Past[/i] (Age of Adventure, Shadow Stalkers, and Pulp Heroes) include magic and/or psionics, the only WotC-published campaign book is an expansion of [i]Urban Arcana[/i], and d20s [i]Future, Apocalypse, and Cyberscape[/i] 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: [i]Sidewinder: Recoiled[/i], Big Bang Ricochet, [i]Blood and Guts[/i], [i]Modern Player's Companion[/i], and [i]Martial Arts Mayhem[/i] are my favorites. (I also own [i]Modern Magic[/i], 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 [i]Spycraft[/i] 2.0 hasn't escaped me. What's your take on Modern FX? [/QUOTE]
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