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Modern GM Screen
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<blockquote data-quote="Simon Collins" data-source="post: 2010808" data-attributes="member: 9860"><p>This is not a playtest review.</p><p>This review contains major spoilers.</p><p></p><p>The Modern GM Screen contains both a GM Screen for d20 Modern and an adventure for 1st-level characters from d20 Modern author Rich Redman. It is published by Green Ronin.</p><p></p><p>The Modern GM Screen is a four-panel screen with a 32-page adventure supplement costing $14.95. Space usage in the adventure supplement is average, with a slightly larger than normal font, standard margin size, no space between paragraphs, and a couple of small chunks of white space. The adventure supplement only has a couple of illustrations in, which are of average quality. Several maps are given, which are keyed, have scale and a compass direction, and are presented clearly and attractively. The artwork across the four panels on the back of the GM screen is in full colour by James Ryman. It's action-packed and full of interest and atmosphere, though I felt that the characters were a bit blocky and ill proportioned. Writing style is concise and formal. Editing is good.</p><p></p><p>The GM Screen:</p><p>Panel 1 - Skills, Purchase DCs, sample opposed checks, and correct equipment required for various skills</p><p>Panel 2 - Combat actions by type and with note of any AoO, condensed grapple rules</p><p>Panel 3 - Concealment, cover, attack roll modifiers, defense modifiers, size modifiers, size and defence of objects, light sources (distance and duration), object hardness and hit points</p><p>Panel 4 - Driver options (what a vehicle driver can do in a single round), vehicle speeds and modifiers, collision damage (to the vehicle and occupants), collision direction, and chase and character scale fire arcs.</p><p></p><p>The Adventure:</p><p>The adventure assumes the heroes work for Department-7, though there are hooks for other scenarios (such as a Charlie's Angels type hook). The plot involves the PCs in investigating the disappearance of one of Department-7's undercover agents in an old mansion in the Santa Monica Mountains, whilst she was investigating a company involved in arcane research. The adventure details the five floors of the mansion and the zombies that now populate the premises. There is a new incantation, a summoning spell that conjures a fiend, called Circle of Cenechim. Stats for the zombies and other NPCs are given in full at the back of the adventure booklet. There is also a time-limit on the party's actions whereby the arcane research company sends in a team of their own to destroy all evidence and stats are given for this 'cleaning crew' too. Mini character sheets are given for six pre-generated PCs, initiative cards for the NPCs (plus some blank ones), a player's map of the area surrounding the mansion, and a single full-page blank character sheet.</p><p></p><p>The High Points:</p><p>Here and there throughout the adventure are sidebars with advice to the GM for dealing with certain issues and help in modifying the adventure. These include information on modifying the adventure for stronger and weaker parties, hacking into the IT systems of the arcane research company, and modifications to the attacks of the zombies to give them a more movie-style 'grapple and bite' attack instead of their slam attack. It's a fairly simple adventure, which is appropriate to those new to roleplaying or d20 Modern. The screen is well produced.</p><p></p><p>The Low Points:</p><p>Due to the simplicity of the adventure and the workmanlike writing style, this is probably not going to appeal to more experienced and sophisticated GMs and players. The schlock-horror-movie style has been done before and done better than this. The adventure would have benefited from being more event-driven rather than location driven, and with some atmospheric read-aloud boxes to bring some suspense to the proceedings for those GMs new to roleplaying or d20 Modern, as the product seems intended for this audience.</p><p></p><p>Conclusion:</p><p>The schlock-horror/Cthulhuesque adventure is fine as an introductory adventure for those new to roleplaying or the genre, but lacks style and originality for more experienced and sophisticated players and GMs. It gives good advice and detail throughout and could make for a fun once-off adventure for GMs with a love of the modern horror genre who can add a bit of creepiness and suspense to the proceedings. The GM screen is more than adequate, though I found the art style to be a bit disproportionate and blocky.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010808, member: 9860"] This is not a playtest review. This review contains major spoilers. The Modern GM Screen contains both a GM Screen for d20 Modern and an adventure for 1st-level characters from d20 Modern author Rich Redman. It is published by Green Ronin. The Modern GM Screen is a four-panel screen with a 32-page adventure supplement costing $14.95. Space usage in the adventure supplement is average, with a slightly larger than normal font, standard margin size, no space between paragraphs, and a couple of small chunks of white space. The adventure supplement only has a couple of illustrations in, which are of average quality. Several maps are given, which are keyed, have scale and a compass direction, and are presented clearly and attractively. The artwork across the four panels on the back of the GM screen is in full colour by James Ryman. It's action-packed and full of interest and atmosphere, though I felt that the characters were a bit blocky and ill proportioned. Writing style is concise and formal. Editing is good. The GM Screen: Panel 1 - Skills, Purchase DCs, sample opposed checks, and correct equipment required for various skills Panel 2 - Combat actions by type and with note of any AoO, condensed grapple rules Panel 3 - Concealment, cover, attack roll modifiers, defense modifiers, size modifiers, size and defence of objects, light sources (distance and duration), object hardness and hit points Panel 4 - Driver options (what a vehicle driver can do in a single round), vehicle speeds and modifiers, collision damage (to the vehicle and occupants), collision direction, and chase and character scale fire arcs. The Adventure: The adventure assumes the heroes work for Department-7, though there are hooks for other scenarios (such as a Charlie's Angels type hook). The plot involves the PCs in investigating the disappearance of one of Department-7's undercover agents in an old mansion in the Santa Monica Mountains, whilst she was investigating a company involved in arcane research. The adventure details the five floors of the mansion and the zombies that now populate the premises. There is a new incantation, a summoning spell that conjures a fiend, called Circle of Cenechim. Stats for the zombies and other NPCs are given in full at the back of the adventure booklet. There is also a time-limit on the party's actions whereby the arcane research company sends in a team of their own to destroy all evidence and stats are given for this 'cleaning crew' too. Mini character sheets are given for six pre-generated PCs, initiative cards for the NPCs (plus some blank ones), a player's map of the area surrounding the mansion, and a single full-page blank character sheet. The High Points: Here and there throughout the adventure are sidebars with advice to the GM for dealing with certain issues and help in modifying the adventure. These include information on modifying the adventure for stronger and weaker parties, hacking into the IT systems of the arcane research company, and modifications to the attacks of the zombies to give them a more movie-style 'grapple and bite' attack instead of their slam attack. It's a fairly simple adventure, which is appropriate to those new to roleplaying or d20 Modern. The screen is well produced. The Low Points: Due to the simplicity of the adventure and the workmanlike writing style, this is probably not going to appeal to more experienced and sophisticated GMs and players. The schlock-horror-movie style has been done before and done better than this. The adventure would have benefited from being more event-driven rather than location driven, and with some atmospheric read-aloud boxes to bring some suspense to the proceedings for those GMs new to roleplaying or d20 Modern, as the product seems intended for this audience. Conclusion: The schlock-horror/Cthulhuesque adventure is fine as an introductory adventure for those new to roleplaying or the genre, but lacks style and originality for more experienced and sophisticated players and GMs. It gives good advice and detail throughout and could make for a fun once-off adventure for GMs with a love of the modern horror genre who can add a bit of creepiness and suspense to the proceedings. The GM screen is more than adequate, though I found the art style to be a bit disproportionate and blocky. [/QUOTE]
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