Modern Magic Volume 1

RodneyThompson

Explorer
The Game Mechanics offer up another d20 Modern Sourcebook, this time in the form of Modern Magic Volume 1. This 46-page PDF file is a complete electronic sourcebook for adding new magic elements to your d20 Modern campaign. Though Gamemasters who are not running campaigns with magic or any other FX in them may find little use for this book, those Gamemasters that have any element of the supernatural in their campaign can definitely find something to use inside. Particularly, Gamemasters running Urban Arcana games will find plenty that is both useful and creative to throw into their games. Even GMs that aren't running FX-heavy campaigns may wish to check this one out, as certain aspects of the book may provide ideas for non-magical campaign elements. Additionally, this book also marks the first sourcebook published by The Game Mechanics that is not written by one the the Mechanics themselves (JD Wiker, Stan!, Rich Redman, and Marc Schmalz), showing that the company is beginning to branch out into the larger world of game designers.

The book opens with a nice introduction from the authors detailing what the reader should expect out of the book. One neat part of this section is the insight given into the process that created the book. The authors talk of brainstorming sessions and ideas that formed the basis of the sourcebook's creation, which some readers should find interesting. While not quite as up-close and personal as the introductions by Stan! in the two volumes of the Modern Player's Companion, it is nice to have some sort of introduction to ease the reader into the book.

Chapter 1 launches the reader directly into the bread-and-butter of modern magic: spells. One of my favorite parts of the original d20 Modern game, and by extension the Urban Arcana sourcebook, is the creative uses for modern spells. Where spells like red light green light stood out as interesting application of magic in the modern world in the core rulebook, this chapter is chock full of exactly that sort of thing. Among my personal favorite spells are save to disk, which allows you to transfer a creature or item to a CD-ROM, hypnotic screensaver which can entrance the viewer (and be honest, how many of us haven't spent hours watching one screensaver or another), and bypass bystanders which prevents innocents from being hurt in a gunfight. Those three are all Arcane spells, but the Divine spells are just as interesting. Unfortunately, there are significantly fewer Divine spells than Arcane spells, along with some overlap, meaning that Divine spellcasters may feel a bit left out in this chapter. Overall, the chapter has some very creative uses for magic in the modern world. One hope I have for the second volume is that more spells will appear that are modern-only; many spells in the d20 Modern game are simply ports of D&D spells, and many of the "new" spells can easily be ported to D&D, so I'd like to see more that cannot, particularly those that depend on modern technology.

Chapter 2 focuses less on standard magic spells as roleplayers think of them and instead focuses on ritual magic and lesser incantations. First introduced in the Urban Arcana campaign setting sourcebok, incantations are magic ceremonies that any character can perform regardless of character class or background with certain supernatural effects. Most of the chapter centers around a new advanced class, the Ritualist. Like the Mage and Acolyte classes, the Ritualist is a magic-wielding character; unlike those other classes, the Ritualist focuses heavily on lesser incantations (a form of the UA incantations presented in this book) and is described as being able to cast an almost limitless variety of spells. In fact, the system they use is a combination of the incantations system in Urban Arcana as well as the old Ars Magica spellcasting system. In the end, it is intriguing but each time a character wants to cast a spell it becomes an exercise in mathematics; there are so many modifiers involved with these incantations that gameplay may be slowed down. However, once a player and Gamemaster become accustomed to the system and have the tables handy they should be able to come up with the appropriate spell DC in a relatively short amount of time. It's not nearly as fast as just using the standard spellcasting system, but allows for a much greater freedom of creativity.

Chapter 3 centers around the military and its uses for magic. This chapter is very thorough and well thought out, and seems as though it was given a good deal of consideration. Everything is laid out so that the logistics of combat and spellcasting on a massive, military scale are readily apparent to the reader. The chapter covers everything from standard issue military spellbooks (evoking an image of a Top-Secret dossier filled with spells), armor interference with spellcasting, and new FX equipment to several new feats and abilities. Each of the three campaign models (Rare and Secretive, Available and Specialized, Common as Dirt) include a new advanced class specialized to that setting. Each one should give the Gamemaster plenty of ideas on how to use the source material in their own game, even if the party doesn't have a strictly military focus. I know many players will be itching to play the Arcane Spec-Op, who is basically a covert-ops soldier with access to magical abilities.

Chapter 4 deals with general FX equipment with a non-military focus. There's not much to say on this chapter except that it is really creative and is one of the most abundant sources of new ideas in the entire sourcebook. Personal favorites include the pet rock of earth elemental summoning, the FA$TCA$H bank card, and the hood ornament of accuracy. Again, the strength of this chapter is not necessarily in providing new toys and goodies for your players to get a hold of, but rather in the creative ways magic is employed in a modern world. Sure, any player will be excited to pick up a marksman's bullet, but the first time the party encounters some strange application of magic like the police whistle of backup they're going to be awed not only by the effect but by the realization that their world is truly not as it seems.

The book concludes with a pair of appendices that outline the book's spells, modes, and elements, and another that gives stats for air and earth elementals. Overall, the book is well laid-out with no frivolous uses of white space. It seems strange to include the spells right at the beginning when most people are used to seeing spells as something if a supplemental index, but the real problem is that the spells are broken up over two chapters. Chapter 1 contains listings for many spells, while Chapter 3 contains the military spells. Unfortunately, all of the spells are listed in Chapter 1, which could lead to some confusion when searching quickly for a spell description. One positive note is that this book contains some of the best artwork so far in books by The Game Mechanics; each piece is solid and fits the tone of the sourcebook perfectly.

Overall, a solid effort that produces one creative and well-written sourcebook. Though many people might argue that the book is more magic than d20 Modern needs (with Urban Arcana already covering that aspect of the game), if The Game Mechanics continue to produce quality d20 Modern material then there will be more than enough to please all types of Gamemasters.
 

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Magic is an ancient art with traditions that stretch back millennia, but modern spellcasters don't have to wear burlap robes, speak Latin, and practice antediluvian rituals. Magic has come to the streets and neither will ever be the same again.

This modern d20 System supplement brings magic and spellcasting into the 21st century. Today's mages, witches, and conjurers may start with traditional potions and spells, but they also bring it to the cutting edge, and they aren't the only ones. Corporations, researchers, and even the military are using magic to give them an edge over their competitors.

Modern Magic, Volume One includes:

New spells created with a modern perspective, such as manual-focus binoculars and universal remote.
New magic items the combine cutting edge technology with arcane powers, such as breath mints of smooth talking and hand buzzer of voltage.
Expanded rules for ritual magic.
New classes for spellcasting heroes, including the Ritualist and the Arcane Spec-Op.
New feats and metamagic feats to help spellcasters refine their powers.

Modern Magic, Volume One is the first in a two-volume series aimed designed to bring a fresh, contemporary feel to the magic and spellcasting in your modern d20 System game.
 

Two stars? Am I sure? I bet there's lots of folk out there who'd be surprised to see such a low review for a bunch of quality writers as the Games Mechanics. And until I read Modern Magic I'd have been one of them. I've always liked the work they do, 'Staves' and 'Swords' are high quality products, IMO, if somewhat limited. The Modern Player's Companion is a very useful product, if somewhat dry, perhaps.

I think Modern Magic suffers from a problem that all their other books have managed to get around - TGM books are experimental. The guys themsleveshave even been quoted on this (and even admit to it in the intro for MM). Whereas the other books have come out okay because they produce a good quality produce with a not unreasonable quantity-to-price ratio. However, Moden Magic can be largely seen as an experiment that failed.

Don't get me wrong, there are elements of the book that are great. Chapter 2 has a fantastic ritual magic system that made me think as I started to read the book that it would be a winner. Unfortunately this is not carried through to the rest of the book.

Chapter 1 is spells, and as with many such chapters there are things I like and things I don't. When I read it at first I was not so bothered about the things I didn't like and felt I could just ignore them, but taking into account the product as a whole makes me think I need to comment. There's just a type of modernisation of D&D magic which I really don't like. It's what I call Cheese-Puff magic: really bad applications of technomagic. These spells manipulate high tech items as if they were typical magical artefacts (Save to disk is a classic example of this in MM where a creature is temporarily stored on a computer disk). It's not TGM doing this kind of thing. Urban Arcana has a few similar spells. I just don't like this as a basic concept. It's an ill-thoughtout attempt to come up with ideas for technomagic that completely destroys all the really cool dark, twisted, horror lments it could evoke. Maybe I'm on my own here, but heck, it's my review and I'm going to score it against.

Chapter 3 is Military Magic. To say that I was little inspired by this chapter is an understatement. Okay, I can see the point in a chapter on the military applications of magic, but the amount of the book that is taken over to this is just plain offensive. They should perhaps instead have called it 'Military Magic' and I would have known to stay clear. The main problem with this chapter is the lengths that the writers go through to inform you about military practices. I think there are two possible ends of teh spectrum here: either take it as read and let them buy Blood and Guts instead, or give fully detailed information. TGM go for a middle ground approach that doesn't provide me with as much as I might need to know whilst still taking up space in the book away from the good stuff. But the main problem is that the chapter is as dry as a cracker. Nothing is there to capture the flavour of what a military magic campaign might be like, nothing to spark the imagination.

However, there are some good points to this chapter worth mentioning. The chapter provides a number of brief campaign model descriptions, similar to in the main D20M rulebook, but perhaps not quite as much information. Each campaign model comes with one class, either a prestige class or an advanced class. The camopaign models are just simple ideas for military campaigns in worlds with varying amounts of magic. As a former Delta Green player my interest was sparked, but the ideas are a bit bland and ordinary, butcertainly worth putting in. The classes are far from bad (I do have a bit of an issue with how powerful the Arcane Spec Op is, but I like big PrCs in D20 Modern, I think it fits the flavour of the game). Overall the classes are fairly well constructed and meet the needs of the campaign models suggested. But as I mentioned above, it is very dry.

The final chapter, save for a few appendicies (which are very much needed due to the poor organisation of the product, with spells, classes and items dotted around and about throughout the book), is FX equipment. This is, to me, the most offensive in the book. It's overridden with Cheese-puff magic. Highlights include Madame Zu-Zu's Advice column, postcards of travel and the piggybank of saving. In my mind these things should not exist outside of an Eddie Murphy movie (excluding Beverly Hills Cop 1).

Overall I almost gave it a 3. There is some good stuff in here. I just hope that th second one concentrates on some of the more flavourful aspects on urban magic. If it does I might still buy it. The ritual magic system is fantastic, a 4star element in itself, but it's too isolated in a see of cheesepuffs.
 

"I bet there's lots of folk out there who'd be surprised to see such a low review for a bunch of quality writers as the Games Mechanics."

Not that I have this yet to for me to confirm or deny your assessment of the book, but the authors of this book are not the same authors as the previous TGM products. If you look at the bios for Eric Cagle and Mike Montsea, I think you will find their writing resume is not quite so sterling as the likes of Stan! and Rich Redman. Mat Smith's bio doesn't even appear on the TGM page.
 


"If you look at the bios for Eric Cagle and Mike Montsea, I think you will find their writing resume is not quite so sterling as the likes of Stan! and Rich Redman. Mat Smith's bio doesn't even appear on the TGM page. "

I guess that explains it, then. Not up to the usual standard.
 

Hm. I really wish that reviewers could separate out what their personal preferences are when doing a review. It seems that you rate this a 2 simply because it has an approach to magic that you don't like. Even though there is some material which you say you really *do* like. Seems you are just punishing the authors for not sharing your opinion about what constitutes acceptable approaches to modern magic.

I'm getting tired of reviewers whose stance is "I don't like something, therefore it is bad."
 

It's not just that it's an approach I dislike. If you read the start of the review I said I'd have been happy to let a bit of that slip aside. My problem is that the overall approach of the book ignores an awful lot of potential for using magic to add atmosphere to a game, and just provides us with this cheese-puff magic that destroys what atmosphere the military magic chapter managed to create. I think this is often a problem with these kind of splat books that have no underliying theme. I'm not givingit a 2 because I didn't like their cheese-puff magic, I'm giving it a 2 because there was little else and it destroyed my impression of the book overall as a result.

A review is always a subjective piece of writing. Fan reviewers, like myself, tend to write about something because it has inspired us one way or the other. This book inspired great disappointment in me and so I tried to convey that in a review.

I always make sure I read a number of reviews before I buy something and don't let one negative review put me off, but it always gives me something to think about. I like reviews where you get an idea of the reviewers style of gaming so that you can make a judgementbased on how similar their opinion is to mine. Hence if there is anyone else out there who feels the same about this type of magic they can read my review and be saved the disappointment I suffered after buying it. If you are into this kind of thing then you can read my review and think, 'well I actually like that kind of thing' and so buy it. In both cases my review has helped someone make up their mind.
 

Yes, but how is your disappointment their fault? If you look at the description of the product on RPGNow it pretty much makes it clear that it's gonna have "cheese-puff" elements you don't like.

"It's not TGM doing this kind of thing. Urban Arcana has a few similar spells. I just don't like this as a basic concept. It's an ill-thoughtout attempt to come up with ideas for technomagic that completely destroys all the really cool dark, twisted, horror lments it could evoke."

This is my real problem with your review and others like it. You state clearly your preferences and then punish the product for not living up to it. "Really cool dark twisted elements" is a pretty vague statement. Game designers are not mind readers -- they don't know what you consider "cool".

To give a product an OVERALL rating of "Poor" because it takes a stance you personally don't like is poor reviewing style IMHO. You acknowledge there are some things you do like, but that is not really reflected in an overall rating of "2", is it?

I agree that all reviews are subjective, but if you know you don't like the stance that a product takes, why review it? By definition, you can't be objective about how well crafted or useful the items in the book are because you won't be using them.
 

Yes, but how is your disappointment their fault? If you look at the description of the product on RPGNow it pretty much makes it clear that it's gonna have "cheese-puff" elements you don't like.

"It's not TGM doing this kind of thing. Urban Arcana has a few similar spells. I just don't like this as a basic concept. It's an ill-thoughtout attempt to come up with ideas for technomagic that completely destroys all the really cool dark, twisted, horror lments it could evoke."

This is my real problem with your review and others like it. You state clearly your preferences and then punish the product for not living up to it. "Really cool dark twisted elements" is a pretty vague statement. Game designers are not mind readers -- they don't know what you consider "cool".

To give a product an OVERALL rating of "Poor" because it takes a stance you personally don't like is poor reviewing style IMHO. You acknowledge there are some things you do like, but that is not really reflected in an overall rating of "2", is it?

I agree that all reviews are subjective, but if you know you don't like the stance that a product takes, why review it? By definition, you can't be objective about how well crafted or useful the items in the book are because you won't be using them.
 

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