[d20 Modern] What are your must have settings/accessories?

VorpalBunny

Explorer
Just curious - now that d20 Modern is out, what campaign setting/accessory/rules expansion are we most looking forward to for our modern campaigns?

I absolutely gotta have:

Solid!: The d20 Blaxploitation Experience (I can't believe how jazzed I am to pick this up... :D)
Ultramodern Firearms
Gamma World
Digital Burn

So what else is looking good out there?
 

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I must admit that I was a little disappointed with the armored fighting vehicles selection. Too few, and not writen up as well as they could have been. As it stands, a fireteam with 3 LAWS rockets is going to kill an M1A2 Abrams tank in one round. (10d6 damage, average is 35, penetrates 10 points of hardness versus the tank's 20 hardness and 65 hit points, 3 hits averages 75 point of damage.) The description of the tank made no mention of things like fire stablization allowing the tank to fire its cannon on the move with no penalty to hit.

I suppose that what I really want is a good sourcebook of military and para-military gear (weapons, vehicles, parachutes, etc.).
 

even though it's not modern per se, i want to see a d20 Modern WWII-era sourcebook.

i agree with Pagan priest that some of the military vehicles look a bit dodgy.
 

I absolutely gotta have:
Gamma World!!!(like you couldn't tell from my handle)
Dark Inheritance (this one sounds waay cool!)
Ultramodern Firearms (Guns! YAY!)
Solid!: The d20 Blaxploitation Experience (I too am surprised at my excitement over this one)
Digital Burn (Looks cool)

Later,
Brutorz Bill
 

bwgwl said:
even though it's not modern per se, i want to see a d20 Modern WWII-era sourcebook.

I just started a one-shot homebrew WWII game using GURPS WWII and Pinnacle's Weird Wars.

It's pretty easy to change over - just eliminate all of the paranormal stuff from Weird Wars and you're done. It seems to be working pretty well so far...:cool:
 

i've just been going off of d20 Modern and the GURPS WWII line for my upcoming campaign.

i can do conversions (weapons, vehicles, etc.) myself, but i'd still like to see a professional's take on it. :)
 

Ultramodern Firearms
Digital Burn
Call of Cthulu d20 :D
Monster Manual I & II
Encyclopaedia Arcane: Chaos Magic

Essentially, I'd like to do a Shadowrun game by simply taking the setting into d20. I can get a similar magic system by working from Chaos Magic as a base, and the rest should fit with little effort.
 

Tell me more about the GURPS WWII stuff, cause I've played out all the BOTR stuff. What parts have you used so far?

I don't mind at all converting, but the storyline kickstarts and scenario material for a good WWII era adventure would be really nice to find, in any system.

And I pitch in with the idea with we need a good WWII d20 Modern setting (w/ adventures!), now that PEG is going w/ Savage Worlds.

SJ.
 

the GURPS WWII books are more overviews of the war era than specific missions or adventure hooks.

they give lots of really great (and useful) information on the time period, the combatants, and the progress of the war.

so far, there's been a main GURPS WWII sourcebook; Iron Cross, the Germany sourcebook; Return to Honor, the France sourcebook; and Hand of Steel, the commando sourcebook. the latter two are short -- maybe 30-40 pages? -- but densely packed with material. an American G.I. sourcebook is slated for February.

if you don't mind doing conversions, there's lots of stuff to steal from the line. GURPS templates are readymade characters, that can give an idea about what kinds of skills and abilities different types of characters should have (rifleman, fighter pilot, resistance fighter, Gestapo agent, etc.). there are lots of weapons and vehicle stats provided as well. (and the vehicles use a much-simplified version of the GURPS Vehicles design system.)

basically, it's like taking a shelf of WWII history books and pulling out just the pieces a gamer would be interested in. :p

as far as adventure material goes, GURPS has never been big on selling adventures. however, Hand of Steel (the commando book) does have a chapter on typical commando missions that might come in handy in trying to figure out what the PCs could be doing during the war. also, if you plan on doing anything in occupied France, Return to Honor has good information on the French Resistance (which was a lot more complex than i had ever imagined...).
 
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I am eagerli anticipating Urban Arcana and I think Solid would really make for an interesting campaign supplement within that context.

Outside of those two? Ultramodern Firearms and the Supers book from FDP. I have no idea what is coming up otherwise, though I have no interest in Digital Burn as I am working on a homebrew cyber system inspired by Shadowrun.

Jason
 

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