Poll - What do you WANT from d20?

What sort of d20 stuff are you looking for?

  • Traditional Adventure Modules

    Votes: 104 66.7%
  • Setting Books

    Votes: 66 42.3%
  • Character options (PrCs, Feats, Skills etc)

    Votes: 47 30.1%
  • Alternate/Modified rules sets (Like True20/Arcana etc)

    Votes: 68 43.6%
  • New monsters/antagonists

    Votes: 60 38.5%
  • Gubbins (Spells, equipment, items, 'stuff')

    Votes: 58 37.2%

I'm interested in D20 Modern, and I'm primarily interested in non-FX adventures and small rules additions, something along the lines of the Political Mastermind feat chain from Iron Heroes. (I'm working on adding that to my game.) Plus, anything else to make skill checks more interesting.
 

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I like, with qualifiers, alternate rules and character options.

Adventures? They almost never fit into the world I have going and are usually more hassle than it is worth to work them in. Settings? Well, I've picked up a few that I like, but not many, and I never run a world "straight" anyway. Sometimes equipment is good, but most of the stuff I have seen doesn't excite me that much.

Most rpgs are about the options the players have available to them. While I do not allow every variant class, etc., into a game (highly selective and almost invariably a very closed list once decided), I do like to look at the options, particularly in terms of Feats.

Alternate rules are probably my biggest interest. When I look at something like Blue Rose, Arcana Unearthed/Evolved, or Iron Heroes I feel like I am looking at gaming in a fresh light. As such, such variants excite me and my players -- new ways of handling old problems, getting rid of concepts that annoy us, finding alternatives to set pieces. New magic systems, new combat systems, new ways of looking at the concepts of Feats, classes, alignment (**ergh**), and the like is what really floats my boat. :)
 


I want to use the stuff I already have, now. This means, instead of new rulesets and settings, modules/adventures. No need for mammoths either (even though I appreciate them) - a short but excellent adventure is enough to get me raving and playing.
 

Odhanan said:
a short but excellent adventure is enough to get me raving and playing.

I agree. I don't need a 12-level spanning mega-adventure. Make short (anywhere from one 4-hour session to maybe a max of 24 hours of play time needed), exciting adventures that have some good hooks within them, and then write some more short adventures that explore some of those hooks.
 

I voted adventures and monsters. IMO there are already enough of the other stuff like spells, PrCs, campaign settings, and feats. Enough to practically give me a hernia lifting all the sourcebooks I need to run a game if I include everything I want (thank god some companies put all their stuff on PDF too).
 

A very specific example of good and (relatively for a 100-page PDF) short adventure is Dark Harbor for Iron Heroes. It uses the specificities of the IH ruleset, adds to them (with zones, carefully designed encounter areas, use of vilain classes etc) and is by itself an interesting adventure with a cool plot.

DarkHarbor_psicover.jpg
 

I think the best use of the d20 rules has been to get me further and further away from the d20 rules. If we didn't have the OGL, we might never get things like C&C or Grim Tales.

Ah, bitter irony. It tastes so sweet.
 

GRIMJIM said:
So far it looks as though people want everything *eyeroll* :)

Or that their wishes balance out, more or less.

I do not really need more adventures or monsters, while there are I have no doubt folks who want just those.

The Auld Grump
 

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