How much real info in your game?

Severion said:
In the D20 modern campaign i'm planning, the PCs are going to be AD&D players who watch too much X-Files.


Well then, obviously the real info in your game must be very limited because there's no such thing as too much X-files. ;)
 

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For one of my weekly D&D campaigns I gathered a lot of historical info about Ancient Egypt, which I used to modify Mulhorand/Unther.

I used a lot of real life Miami-info for my Shadowrun campaign as well, both pictures, locations and maps as well as guides.
 

If I'm running a modern game, I steal stuff all the time from the news feeds, especially the more lurid and bizarre things. With a modern occult game, for instance, almost anything with even a trace of strangeness to it can be suitably twisted into an adventure seed.

For example: there was a woman in Texas last March who hit a homeless man with her vehicle. As a result of the hit-and-run he was trapped head-first in the windshield of the car for three days, where he was allowed to die slowly; after which his body was dumped by the driver and her friends.

A quote from the news was "Maybe we've just redefined inhumanity here."

So, the adventure seed: maybe she is inhuman. Maybe the homeless man was, and she saw it. Could it be some sort of cult? Maybe the woman belongs to a cult of deranged car worshippers, who have to gift their 'steeds' with blood every now and then? She got caught, so the cult made it look like she was a drunk drug abuser and plan to have her 'have an accident' in prison before she can tell people about the cult.

All sorts of fun can be had.
 

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