ENWorld, what is best in d20 modern?

Kanegrundar said:
Darwin's World 2: This is everything that Gamma World D20 should have been.

You know, I'm not a big "post apoc" fan, but I definitely think that as a game product, Darwin's World has a lot to be said for it. It tooks a few risks, some of which I wouldn't have... but by and large I think they pulled it off and I think for PA fans, it's a very solid and servicable product.
 

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Psion said:
You know, I'm not a big "post apoc" fan, but I definitely think that as a game product, Darwin's World has a lot to be said for it. It tooks a few risks, some of which I wouldn't have... but by and large I think they pulled it off and I think for PA fans, it's a very solid and servicable product.
It's hands-down the best PA book I've ever picked up. The fact that it can meld with D20 Modern material easily is just another huge plus in my book. It's great and a gem that I'll readily recommend to anyone.
 

Though I am hear to say mine first my thoughts.

d20 modern, as a system for a modern setting it isa pretty good. As long as you use it as per the setting, modern. The system is a good one for a quick and simple game mechanically run session.

Dawning Star stuff- very well thought out capmiagn setting and a good use of the system rules as is.

And of course Nexus. Highly flexiible PC generation, vaster scale of combats allowed, intergrated combat system for all types, heaps of cybernetics and a good system to cope with having more attachments. But thats just me ;)
 

Modern Books in no particular order

1. Book of Unremitting Horrors (Pelgrane Press) - great monster book (art/concept) with some interesting stat interpretations. Probably would pair nice with Dark Matter or Pinebox.
2. Campaign Builder: Modern High (Rpgobjects) - great book so starting a buffystyle campaign or any other with teenagers or college students as your protagonists.
3. OGL Horror (MGP) - for horror rules, monsters with weaknesses, and organization rules.
4. Datastream 2005 (Ronin Arts) - a huge collection of d20 future material put together by Phil Reed and the much neglected Michael Hammes as a responsive subscription service. Soon to be available in hardcovery goodness.
5. Brainwashed (12 to Midnight) - Aliens, tin foil hats, cultists and cattle mutilations. Fun, fun, fun all around.
 

In order ...

1. Dawning Star - An amazing sci-fi setting, with outstanding support
2. Second World Sourcebook - Chock full of marvelous cross-world spanning crunch and fluff
3. Blood & Relics - Gothic mysteries and flavor in the modern world
4. Menace Manual - almost a "must have"
5. Urban Arcana - I know I liked it

Honorable mention (in no order) Blood & Fist, Blood & Time Modern Players Companion, Blood & Space, Elements of Magic & Future Players Companion
 

Modern Player's Companion This plus the Modern Core= the Modern Director's Cut.
Darwin's World Best PA game since Gamma World 1st Edition and the first PDF I ever bought.
Sidewinder: Recoiled Everything a western RPG should be both in flavor and mechanics.
Last Rites of the Black Guard Best d20 Modern adventure ever designed.
Future Starships by Ronin Arts (any) The idea I wish I'd thought of.

Honorable mention (ineligible for an award cause I worked on it):

Haven City of Violence: d20 Modern Puts the sin in Sin City. I've run everything here from gritty crime to supers to cyberpunk.
 



My top three favorite d20 products in no particular order (other than listed alphabetically)
Blood and Fists (RPGObjects)
Elements of Magic: ME (EnWorld Publishing)
Psychic's Handbook (Green Ronin)
 


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