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d20 Modern: Too much FX?
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<blockquote data-quote="The Shaman" data-source="post: 2726570" data-attributes="member: 26473"><p>Of course the GM decides on what's in and what's out, and one of the great strengths of d20 <em>Modern</em> is that magic is <u>not</u> integral to the basic character classes, but rather an optional element for inclusion at the GM's discretion.</p><p></p><p>The strong emphasis on FX games doesn't detract from my games directly, since I either don't use it or houserule it to fit, but I do look at the page count devoted to FX classes, spells/powers, and campaigns and wonder, "Gee, would it kill them to include <u>one</u> no-FX campaign model?" I think the sample campaigns, for the most part, offer a good starting-point for younger or inexperienced GMs, and a no-FX campaign model would be a good way to introduce these gamers to the ways in which Modern can be played <u>differently</u> than "<em>Dungeons and Dragons</em> with guns."</p><p></p><p>I disagree with the notion that no-FX games are limited to cops-and-robbers or special commandos. First, "cops-and-robbers" doesn't mean that everyone has to play cops - in our game, <em>The Streets of Seattle</em>, two of the four characters were police officers, one was an investigative reporter, and another was a Hollywood action-movie star with a cop fetish (a particularly inspired character, I thought!).</p><p></p><p>There's also the organized crime game, such as an adaptation of GTA <em>Vice City</em>, or Tony DiGerolamo's d20 <em>Complete Mafia</em> game book.</p><p></p><p>Second, what about games based on movies like <em>National Treasure</em> or <em>Sahara</em>, which I think would make an awesome no-FX "Treasure Hunters!" campaign model? For that matter, take out the last ten minutes of <em>Raiders of the Lost Ark</em> and you have a no-FX "Treasure Hunters!" game as well.</p><p></p><p>How about espionage? Could you run a fun no-FX game involving corporate spies stealing trade secrets and fending off rival company agents?</p><p></p><p>I really take exception to the idea that historical games require some sort of FX to be appealing. The idea that the only way to run a swashbucking game is in the style of <em>Pirates of the Caribbean: Curse of the Black Pearl</em> floors me - have you never read (or seen the movies of) Alexandre Dumas' <em>The Three Musketeers</em>, Rafael Sabatini's <em>The Sea-Hawk</em> or <em>Scaramouche</em>, or even Robert E. Howard's <em>Black Vulmea's Vengeance</em>? I've been working on a game based on the Zorro stories, again with no-FX - is it really inconceivable to imagine such a game without an <em>abruja</em> Dedicated 3/Shaman 4?</p><p></p><p>Please let me be clear on something: I don't mean to impugn anyone's taste in games. I'm not "against FX in Modern" - as noted two of the five Modern games that I've run so far have included FX elements. What I'm asking for is, if not equal time, then at least a more noticeable nod in the direction of no-FX campaign models by WotC, and slightlyfewer pages devoted to "D&D Modern," of providing more material for the gamer <u>not</u> concerned about making sure that all of the <em>Dungeons and Dragons</em> character archetypes have Modern analogs.</p><p></p><p>I really don't think that's asking for too much.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2726570, member: 26473"] Of course the GM decides on what's in and what's out, and one of the great strengths of d20 [i]Modern[/i] is that magic is [U]not[/U] integral to the basic character classes, but rather an optional element for inclusion at the GM's discretion. The strong emphasis on FX games doesn't detract from my games directly, since I either don't use it or houserule it to fit, but I do look at the page count devoted to FX classes, spells/powers, and campaigns and wonder, "Gee, would it kill them to include [U]one[/U] no-FX campaign model?" I think the sample campaigns, for the most part, offer a good starting-point for younger or inexperienced GMs, and a no-FX campaign model would be a good way to introduce these gamers to the ways in which Modern can be played [u]differently[/u] than "[i]Dungeons and Dragons[/i] with guns." I disagree with the notion that no-FX games are limited to cops-and-robbers or special commandos. First, "cops-and-robbers" doesn't mean that everyone has to play cops - in our game, [i]The Streets of Seattle[/i], two of the four characters were police officers, one was an investigative reporter, and another was a Hollywood action-movie star with a cop fetish (a particularly inspired character, I thought!). There's also the organized crime game, such as an adaptation of GTA [i]Vice City[/i], or Tony DiGerolamo's d20 [i]Complete Mafia[/i] game book. Second, what about games based on movies like [i]National Treasure[/i] or [i]Sahara[/i], which I think would make an awesome no-FX "Treasure Hunters!" campaign model? For that matter, take out the last ten minutes of [i]Raiders of the Lost Ark[/i] and you have a no-FX "Treasure Hunters!" game as well. How about espionage? Could you run a fun no-FX game involving corporate spies stealing trade secrets and fending off rival company agents? I really take exception to the idea that historical games require some sort of FX to be appealing. The idea that the only way to run a swashbucking game is in the style of [i]Pirates of the Caribbean: Curse of the Black Pearl[/i] floors me - have you never read (or seen the movies of) Alexandre Dumas' [i]The Three Musketeers[/i], Rafael Sabatini's [i]The Sea-Hawk[/i] or [i]Scaramouche[/i], or even Robert E. Howard's [i]Black Vulmea's Vengeance[/i]? I've been working on a game based on the Zorro stories, again with no-FX - is it really inconceivable to imagine such a game without an [i]abruja[/i] Dedicated 3/Shaman 4? Please let me be clear on something: I don't mean to impugn anyone's taste in games. I'm not "against FX in Modern" - as noted two of the five Modern games that I've run so far have included FX elements. What I'm asking for is, if not equal time, then at least a more noticeable nod in the direction of no-FX campaign models by WotC, and slightlyfewer pages devoted to "D&D Modern," of providing more material for the gamer [U]not[/U] concerned about making sure that all of the [i]Dungeons and Dragons[/i] character archetypes have Modern analogs. I really don't think that's asking for too much. [/QUOTE]
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