Rodrigo Istalindir said:
What might have been a good RP session digging up the history of the eccentric wizard on the outskirts of town becomes a Knowledge (Computers) check to Google something on the Internet.
This reminds me of a story...
I attended a professional conference some years ago, and a well-known professor of marine biology recounted giving a career-day presentation to a group of local high school students. The professor described his field work, collecting and analyzing data, and presenting the findings at conferences and in journals, whereupon one of the students raised a hand and asked, "Why didn't you just look up the answer on the Internet?"
The Internet is a powerful tool, but it's not omniscient - my personal experience is that it's no more difficult to manage the Internet in a modern roleplaying game than it is divination magic in a fantasy game. In fact, I would say the Internet is far more likely to give a misleading or false answer than a cleric's deity...
Along similar lines, I don't find other "typical RPG challenges" to be harder in modern settings: travel may seem superficially easier at first glance, but no more so than it is for a party of fantasy characters with
teleportation or
wind walk - in fact, encounters while travelling by plane or boat or train are easier to stage than for characters who can simply disappear from one place and reappear in another instantly. "Finding people or things" may seem easier, but people and things in the real-world disappear all the time - there are plenty of places in the world that are "remote" in the sense that physical, cultural, and political barriers still offer the kinds of hindrances that make for challenging investigative adventures and roleplaying experiences.
Where I agree that modern roleplaying games can be more of a challenge is in maintaining the suspension of disbelief. In some ways it's actually easier: the innate familiarity of the players with the "setting" and the numerous books and websites about it easily outstrip even the Realms! In drawing from history and geography, the game master need only change those things necessary for the game as opposed to creating from whole-cloth. Doing it well does take some work, though: my
bibliography for one game runs to more than thirty volumes in order to nail down as many period details as possible.
The game master in a modern roleplaying game should be prepared to deal with, at least in contemporary Western urban areas, the impact of law enforcement, emergency medical services, and technology on the game - though once you get out of those Western urban areas, all bets are off. (I tend to set a lot of my modern adventures in the Third World.) None of these are show-stoppers in my experience, and I find the planning for modern adventures to be no more or less difficult than for a high-level
D&D game as a result: more challenging than a low-level dungeon crawl, but definitely worth the effort.