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Modern Backdrops (Print Edition)
Modern Backdrops is a collection of detailed locales for d20 Modern. The book is written by Carrie Baize and published by RPGObjects. The book is a print version of the original PDF, though the formatting is changed from the original (which was landscape format.)
A First Look
Modern Backdrops is a 96 page perfect-bound softcover book available for $19.95. Those who already purchased the PDF version can get the print version at a discount from RPGObjects.
As with the original, there is no interior art other than the maps. This is somewhat regrettable, as a good character artist like Marcio Fiorito could have put a face to many of the NPC personalities in the book.
The maps are illustrated by Jeremy Simmons. The maps come in two sorts: overhead views of multiple buildings and building interior maps with grids. The main part of the book has all greyscale maps; some of the maps do not have a strong enough contrast and it is difficult to make out the grid in some cases. The inside cover also has duplications of some of the maps, which makes some of them clearer.
The print format is very much more pleasant to read than the PDF format. The shaded blocks seem better arranged and more convenient, and the size of the maps as compared to a typical computer screen is probably also more convenient.
A Deeper Look
When I got Modern Backdrops, I was expecting something like a modern version of well, Atlas Games' Backdrops, which featured small locations with large detailed maps and descriptions and situations.
If fact, what I got was somewhat different. The maps, though nice, aren't the centerpiece of Modern Backdrops. Modern Backdrops is about the five communities that comprise the book, including background, history, NPC details, adventure ideas, and yes, maps.
There are five small communities described in Modern Backdrops, ranging from the site of an ancient Spanish mission to a getaway for the wealthy. All seem to be set in some unspecified locale in the us, though some can be isolated to smaller areas (for example, the Spanish mission San Carillo would apparently be in the southwest and the afore mentioned resort is a coastal retreat for the California upper crust.)
The format of each community is similar. Each is divided into three sections, describing common knowledge (that most community members know), more obscure knowledge, and GM information. The non-GM sections include descriptions of various important people in the town, history, community events, history, and important places; some of these important places have maps and keys. Which of the first two sections the information is in defines DC for knowledge or research checks related to the town.
The GM information section defines the more adventure related material related to the town: places of power, places of interest to the PCs, supernatural residents, and dark secrets, and sample plots.
Game information is also included in each section in shaded sidebars, including D20 Modern game statistics for significant NPCs as well as a "challenge level" guideline describing what level party should be required to handle various challenges in the community. Generally, the book recommends levels ranging from 1st to 6th level, though you can see looking at some statistics that you could probably afford to go a bit higher than 6th for some challenges.
The plot hooks are perhaps the most accommodating feature of the book. The plot hooks are arranged into three "levels", and there are two plot hooks for each level for each community. The "levels" here are grades of FX involvement. Level I are straight up plots with no FX. Level II plot hooks have a little bit of strange happening or FX powers, and level III has the highest level of strange happenings and FX involvement.
In addition to the five communities are two supporting rules sections: a new FX advanced class, the Psionic Student, and possession rules.
The Psionic Student class is structured like many FX advanced classes, with several class related bonus feats in addition to psionic powers. The class is passable, but I noticed that the BAB advancement and will save advancement are close to the standard progressions, but not quite. This is the same as the original PDF, so apparently there was no attempt (or time) to correct the error.
The possession rules originally appeared in RPGObjects' Blood & Relics, and are quite detailed. The rules described here model possession as a step by step process in which a victim is gradually drawn closer to possession by a fiend. The victim suffers a progression of very Exorcist-like symptoms, until eventually the possession culminates in the victim acquiring the fiendish vessel template.
Conclusions
Modern Backdrops is a nice resource for d20 Modern games. What impressed me the most was the ease with which the book is used in a variety of different FX-level settings. I could see using it in a fairly mundane setting, or in the likes of a Blood & Relics, Urban Arcana or Second World Sourcebook campaign with a little tweaking. Perhaps the most startlingly appropriate use for this book that I saw would be to form a variety of stops in the Hitchikers campaign suggested on the Second World Sourcebook website.
As mentioned, in addition to better fulfilling the preferences of those who demand that trees be killed to support their RPG habit, the print version seems to be better laid out and easier to use than the PDF version.
Overall Grade: B+
-Alan D. Kohler
Modern Backdrops is a collection of detailed locales for d20 Modern. The book is written by Carrie Baize and published by RPGObjects. The book is a print version of the original PDF, though the formatting is changed from the original (which was landscape format.)
A First Look
Modern Backdrops is a 96 page perfect-bound softcover book available for $19.95. Those who already purchased the PDF version can get the print version at a discount from RPGObjects.
As with the original, there is no interior art other than the maps. This is somewhat regrettable, as a good character artist like Marcio Fiorito could have put a face to many of the NPC personalities in the book.
The maps are illustrated by Jeremy Simmons. The maps come in two sorts: overhead views of multiple buildings and building interior maps with grids. The main part of the book has all greyscale maps; some of the maps do not have a strong enough contrast and it is difficult to make out the grid in some cases. The inside cover also has duplications of some of the maps, which makes some of them clearer.
The print format is very much more pleasant to read than the PDF format. The shaded blocks seem better arranged and more convenient, and the size of the maps as compared to a typical computer screen is probably also more convenient.
A Deeper Look
When I got Modern Backdrops, I was expecting something like a modern version of well, Atlas Games' Backdrops, which featured small locations with large detailed maps and descriptions and situations.
If fact, what I got was somewhat different. The maps, though nice, aren't the centerpiece of Modern Backdrops. Modern Backdrops is about the five communities that comprise the book, including background, history, NPC details, adventure ideas, and yes, maps.
There are five small communities described in Modern Backdrops, ranging from the site of an ancient Spanish mission to a getaway for the wealthy. All seem to be set in some unspecified locale in the us, though some can be isolated to smaller areas (for example, the Spanish mission San Carillo would apparently be in the southwest and the afore mentioned resort is a coastal retreat for the California upper crust.)
The format of each community is similar. Each is divided into three sections, describing common knowledge (that most community members know), more obscure knowledge, and GM information. The non-GM sections include descriptions of various important people in the town, history, community events, history, and important places; some of these important places have maps and keys. Which of the first two sections the information is in defines DC for knowledge or research checks related to the town.
The GM information section defines the more adventure related material related to the town: places of power, places of interest to the PCs, supernatural residents, and dark secrets, and sample plots.
Game information is also included in each section in shaded sidebars, including D20 Modern game statistics for significant NPCs as well as a "challenge level" guideline describing what level party should be required to handle various challenges in the community. Generally, the book recommends levels ranging from 1st to 6th level, though you can see looking at some statistics that you could probably afford to go a bit higher than 6th for some challenges.
The plot hooks are perhaps the most accommodating feature of the book. The plot hooks are arranged into three "levels", and there are two plot hooks for each level for each community. The "levels" here are grades of FX involvement. Level I are straight up plots with no FX. Level II plot hooks have a little bit of strange happening or FX powers, and level III has the highest level of strange happenings and FX involvement.
In addition to the five communities are two supporting rules sections: a new FX advanced class, the Psionic Student, and possession rules.
The Psionic Student class is structured like many FX advanced classes, with several class related bonus feats in addition to psionic powers. The class is passable, but I noticed that the BAB advancement and will save advancement are close to the standard progressions, but not quite. This is the same as the original PDF, so apparently there was no attempt (or time) to correct the error.
The possession rules originally appeared in RPGObjects' Blood & Relics, and are quite detailed. The rules described here model possession as a step by step process in which a victim is gradually drawn closer to possession by a fiend. The victim suffers a progression of very Exorcist-like symptoms, until eventually the possession culminates in the victim acquiring the fiendish vessel template.
Conclusions
Modern Backdrops is a nice resource for d20 Modern games. What impressed me the most was the ease with which the book is used in a variety of different FX-level settings. I could see using it in a fairly mundane setting, or in the likes of a Blood & Relics, Urban Arcana or Second World Sourcebook campaign with a little tweaking. Perhaps the most startlingly appropriate use for this book that I saw would be to form a variety of stops in the Hitchikers campaign suggested on the Second World Sourcebook website.
As mentioned, in addition to better fulfilling the preferences of those who demand that trees be killed to support their RPG habit, the print version seems to be better laid out and easier to use than the PDF version.
Overall Grade: B+
-Alan D. Kohler