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Modern fantasy - your experiences?
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<blockquote data-quote="Orryn Emrys" data-source="post: 2620091" data-attributes="member: 6799"><p>I have only used the D20 MODERN system a couple of times... and it wasn't an overly "normal" game on either occasion. One, a <em>Sliders</em>-style dimension-hopping adventure called <em>Red Shift</em>, had the occasional supernatural development but was largely more of a sci-fi-ish game. The other, a kind of <em>Constantine</em>-slash-<em>World of Darkness</em>-inspired campaign entitled <em>Shadow Walkers</em>, was a serious foray into a supernatural world which lay directly beneath the perceptions and comprehension of the average man....</p><p></p><p>The following blurb introduced my players to the concept:</p><p></p><p><span style="color: Cyan">The SHADOW WALKERS campaign will focus on a loose-knit group of individuals who have become aware, in the wake of a near-death experience, of a darker realm that seems to exist beneath our own, unnoticed by men. With the alarming subtlety of a 72-car pile-up, their entire world has changed.... </span></p><p><span style="color: Cyan"></span></p><p><span style="color: Cyan">The shadow realm, as it has been dubbed by post-modern eccentrics, is, in effect, the "real" world. Creatures beyond the ken of humankind walk the streets just as you and I, but remain unnoticed by those incapable of perceiving, much less comprehending, them. The shadow realm has many layers, whereupon even those who are native to its idiosyncracies are frequently aware of only those elements that truly matter to them. It is a fey realm, haunted by undead predators and restless spirits, monstrous shapeshifters, angelic enforcers and creatures of hell. It is the world in which the gifted truly walk, practitioners of the mystic arts and those who were born with the third eye. And most importantly, it is the battleground upon which the fate of mankind is truly determined. </span></p><p><span style="color: Cyan"></span></p><p><span style="color: Cyan">Some who acquire an awareness of this world become determined to ignore it, and are eventually capable of doing so. Some simply go mad, unable to reconcile the supernatural events they've begun to experience with the world as they believe it to be. A few, like you, are... different. Something about you allows you to accept, at some level, that this is the truth of reality... that somehow you are seeing clearly for the first time. Perhaps not immediately... it might take time to sink in.... </span></p><p><span style="color: Cyan"></span></p><p><span style="color: Cyan">Of course, you've always been different somehow. Better. A cut above the ordinary.... </span> </p><p></p><p>Though many of the enemies the PCs encountered were supernatural (demonic or undead or unique creatures they were unable to pigeonhole so easily), I did choose to use 93 Games Studio's <em>Magic: The Science and Art of Causing Change</em> PDF as a guide to developing an appropriate flavor and ruleset for mysticism in that particular campaign. It was, I daresay, a roaring success.</p></blockquote><p></p>
[QUOTE="Orryn Emrys, post: 2620091, member: 6799"] I have only used the D20 MODERN system a couple of times... and it wasn't an overly "normal" game on either occasion. One, a [i]Sliders[/i]-style dimension-hopping adventure called [i]Red Shift[/i], had the occasional supernatural development but was largely more of a sci-fi-ish game. The other, a kind of [i]Constantine[/i]-slash-[i]World of Darkness[/i]-inspired campaign entitled [i]Shadow Walkers[/i], was a serious foray into a supernatural world which lay directly beneath the perceptions and comprehension of the average man.... The following blurb introduced my players to the concept: [COLOR=Cyan]The SHADOW WALKERS campaign will focus on a loose-knit group of individuals who have become aware, in the wake of a near-death experience, of a darker realm that seems to exist beneath our own, unnoticed by men. With the alarming subtlety of a 72-car pile-up, their entire world has changed.... The shadow realm, as it has been dubbed by post-modern eccentrics, is, in effect, the "real" world. Creatures beyond the ken of humankind walk the streets just as you and I, but remain unnoticed by those incapable of perceiving, much less comprehending, them. The shadow realm has many layers, whereupon even those who are native to its idiosyncracies are frequently aware of only those elements that truly matter to them. It is a fey realm, haunted by undead predators and restless spirits, monstrous shapeshifters, angelic enforcers and creatures of hell. It is the world in which the gifted truly walk, practitioners of the mystic arts and those who were born with the third eye. And most importantly, it is the battleground upon which the fate of mankind is truly determined. Some who acquire an awareness of this world become determined to ignore it, and are eventually capable of doing so. Some simply go mad, unable to reconcile the supernatural events they've begun to experience with the world as they believe it to be. A few, like you, are... different. Something about you allows you to accept, at some level, that this is the truth of reality... that somehow you are seeing clearly for the first time. Perhaps not immediately... it might take time to sink in.... Of course, you've always been different somehow. Better. A cut above the ordinary.... [/COLOR] Though many of the enemies the PCs encountered were supernatural (demonic or undead or unique creatures they were unable to pigeonhole so easily), I did choose to use 93 Games Studio's [i]Magic: The Science and Art of Causing Change[/i] PDF as a guide to developing an appropriate flavor and ruleset for mysticism in that particular campaign. It was, I daresay, a roaring success. [/QUOTE]
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