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Submachine Gun & Sorcery-Modern Technology in DnD
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<blockquote data-quote="CharlesRyan" data-source="post: 3316200" data-attributes="member: 5265"><p>The year that d20 Modern came out, at a local game gathering in the Seattle area, I ran a game that pitted a modern SWAT team against a segment of Return to the Temple of Elemental Evil. (The rather thin and unimportant premise being that while raiding the home of a secretive mystical cult, the team stumbled through a portal and into the source of the cult leader's power.) I ran follow-up adventures (higher level SWAT-types with slightly better intel about what to expect, against tougher parts of the dungeon) at the same gathering over 3 or 4 subsequent years.</p><p></p><p>The sessions were always a lot of fun, but the encounters were very swingy. Up against relatively "mundane" foes (say, hill giants), the good guys cleaned up pretty quickly. Against more arcane opponents, they had tremendous vulnerabilities.</p><p></p><p>Tactics were also somewhat different, as modern technology favors ranged combat (though there were some good melee characters among the heroes). And some less-combaty technologies, like radios and night-vision gear, added an interesting element to the game. Also noteworthy is the dependence of the modern combat team on ammo availability--they loose a lot of their punch when ammo gets short.</p><p></p><p>As far as rules/conversions go, it couldn't have been easier. I ran the sessions using unmodified 3.5 rules, into which the d20 Modern classes and equipment fit just fine. (The modern characters might have had one or two skills that didn't equate directly to 3.5 skills--such as Treat Injury--but I just used the d20 Modern rules for them.)</p><p></p><p>All in all, I give the experience a thumbs-up as a one-shot. For a campaign, I think you'd need to introduce some balancing factors--restraints on the power or utility of modern weapons against mundane opponents, and some defenses for modern-style characters from the arcane/supernatural capabilities of D&D creatures.</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 3316200, member: 5265"] The year that d20 Modern came out, at a local game gathering in the Seattle area, I ran a game that pitted a modern SWAT team against a segment of Return to the Temple of Elemental Evil. (The rather thin and unimportant premise being that while raiding the home of a secretive mystical cult, the team stumbled through a portal and into the source of the cult leader's power.) I ran follow-up adventures (higher level SWAT-types with slightly better intel about what to expect, against tougher parts of the dungeon) at the same gathering over 3 or 4 subsequent years. The sessions were always a lot of fun, but the encounters were very swingy. Up against relatively "mundane" foes (say, hill giants), the good guys cleaned up pretty quickly. Against more arcane opponents, they had tremendous vulnerabilities. Tactics were also somewhat different, as modern technology favors ranged combat (though there were some good melee characters among the heroes). And some less-combaty technologies, like radios and night-vision gear, added an interesting element to the game. Also noteworthy is the dependence of the modern combat team on ammo availability--they loose a lot of their punch when ammo gets short. As far as rules/conversions go, it couldn't have been easier. I ran the sessions using unmodified 3.5 rules, into which the d20 Modern classes and equipment fit just fine. (The modern characters might have had one or two skills that didn't equate directly to 3.5 skills--such as Treat Injury--but I just used the d20 Modern rules for them.) All in all, I give the experience a thumbs-up as a one-shot. For a campaign, I think you'd need to introduce some balancing factors--restraints on the power or utility of modern weapons against mundane opponents, and some defenses for modern-style characters from the arcane/supernatural capabilities of D&D creatures. [/QUOTE]
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