Menace Manual Errata - My Dark*Matter Players Stay Out!

Dark Matter was such a nice setting, it's a shame it has to end in a polyhedron article.

It seems that wizards has chosen to leave the investigation of the supernatural to Call of Cthulhu d20 (which they don't support either :\ ) and provided support through d20 Modern for gamers who want to play the classics.

Mind you, if you have Dark Matter + polyhedron + d20 Modern + Cthulhu you can create a d20 modern game for Dark Matter which is none to shabby (but costly).

OR you could just use the alternity rules (which are just as good as the d20 Modern rules :D )

Carmerillia
 

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Alternity, too, falls apart in places.

For one, your character is always always always going to horribly blow at SOMETHING. Something common, everyday, that Man On The Street could do. Your percentage of rolling a successful unskilled check is disgustingly marginal. The average ROLL is 13 (starting at d20+d4) and the average unskilled check is < 5.

We found that one a few times when we were playing. I had to wing a few places because everybody in the group was investigative and, therefore, couldn't lift a can of coffee off a table and throw it out a window.

I really like Alternity, don't get me wrong. The real big reason I run d20 is that it's easier to teach to non-gamers.

And, oddly enough, non-gamers are the kind of people that actually much prefer something like Dark*Matter.

It's hard to sell any RPG to non-gamers, though, so you could never get a good market share by running with a product like D*M and hoping to bring in non-gamers.

Bleh.

--fje
 

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