What are you doing with D20 Modern?

Saeviomagy said:


Actually, I thought that was kinda the one thing uniting every horror game - uncertainty.

It should be, but that's hard to do in many cases. If we're playing Cthuhlu, chances are the players are at least somewhat familiar with the Mythos. If we're playing Shadow Chasers, players probalby have some idea as to what's out there in the shadows.

I think the only way to really get that feeling of the Unknown is to actually throw something totally unexpected at the players --- a whole different cosmic paradigm that they've never seen before. Unknown Armies and GURPS Cabal being fine examples.

Saeviomagy said:

In fact - I'd think that the major difference here would be that the GM doesn't quite know whats going on (at least that's what I thought when I read unknown armies...)

I dunno...there are a few areas expressly left blank [the nature of the afterlife, for one], but I think UA does a pretty good job of laying out the Big Picture.
 

log in or register to remove this ad

JPL said:

I think the only way to really get that feeling of the Unknown is to actually throw something totally unexpected at the players --- a whole different cosmic paradigm that they've never seen before. Unknown Armies and GURPS Cabal being fine examples.

Which brings to mind a question I have been meaning to ask...

Does anyone know how to pull that off as a DM? I mean, is it fair to leave the players in the dark when they are creating character concepts? My point is that as a player, I usually like some knowledge about what the campaign will entail so that I can plan where my character is going to go. In this case, I am very interested in creating a game in which the characters are 'normal' people (with heroic potential) but don't yet see beyond the shadows. How do I let them know that they can potentially plan to take Shadow Slayer or Alcolyte in a few levels, without giving away the whole deal?
 

jerichothebard said:


Which brings to mind a question I have been meaning to ask...

Does anyone know how to pull that off as a DM? I mean, is it fair to leave the players in the dark when they are creating character concepts? My point is that as a player, I usually like some knowledge about what the campaign will entail so that I can plan where my character is going to go. In this case, I am very interested in creating a game in which the characters are 'normal' people (with heroic potential) but don't yet see beyond the shadows. How do I let them know that they can potentially plan to take Shadow Slayer or Alcolyte in a few levels, without giving away the whole deal?

Good question. I think it's possible to clue the players in enough to make effective choices during character gen, while keeping them in the dark about the overall nature of the campaign.

You could suggest which skills will be important --- combat or investigation or knowledge --- or what sort of party mix is needed. You can suggest some hooks linking the PCs together --- whether they are friends, coworkers, or strangers. And where appropriate, you can suggest that certain unusual abilities --- Speak Babylonian or Archaic Weapon Proficiency --- will come in handy.

So in almost any horror game, you might want an investigator type, a scholarly type, and a tough guy. Whether they end up fighting vampires or Cthuhlu or Chucky, those skills will be useful.

The prereqs for advanced classes are relatively easy, so that simplifies things. You can always look at the final character sheet and suggest, why don't you pick up a few ranks of Decipher Script?

I'm thinking about some possibilites for this UA/d20 game:

One is to suggest that everyone knows each other from high school and has gone on to become "protectors of the city" in one way or another. Cops, DAs, paramedics, teachers, etc. Then when they encounter the homeless man who claims to be the True King of Chicago, we have a group that's ready to step up to a strange urban knighthood.

Another idea, one that I've been nursing secretly for many years, is that the party is blues band that stumbles into the occult underground. An automatic reason for the party to stay together, plus a good reason to travel from town to town, and even a good range of character backgrounds [the R&B band I used to play with had a lawyer, a doctoral candidate, and guy who makes neon lights for a living, among others].

If any of the characters seem like good candidates, I might throw them a taste of low-level Avatar powers [the universe's way of rewarding anyone who conforms, consciously or unconsciously, to one of 333 specific archetypes like the Mother, the Fool, or the Masterless Man]. But only as the campaign wore on would the heroes come to understand that these abilities are occult in nature.
 

Well here is what I am coming up with so far in my ideas for D20 Modern, or at least setting ideas to right up and give to the masses. Most have been inspired by other media but with D20 Modern, well what can't you do with it.

Vice City- Tales of criminals and rising through the ranks and how there battles and loves.

Max Payne-An elite cop and his squad have been left out to dry and fight there way to the truth about a killed squad member.

Slayers-Groups of Vampire Slayers travel around the country slaying the undead. Inspired by the John Steakly book Vampire$ which in turn inspired the John Carpenter Movie of the same name.

Anitaverse-Based off of the Anita Blake Vampire Hunter series by Laurell K Hamilton, but in a different city with new friends and enemies.

That is all I have so far, but I must say the Urban Arcadia doesnt exactly peak my intrest but I will check it out anyway.
 

jerichothebard said:


Which brings to mind a question I have been meaning to ask...

Does anyone know how to pull that off as a DM? I mean, is it fair to leave the players in the dark when they are creating character concepts? My point is that as a player, I usually like some knowledge about what the campaign will entail so that I can plan where my character is going to go. In this case, I am very interested in creating a game in which the characters are 'normal' people (with heroic potential) but don't yet see beyond the shadows. How do I let them know that they can potentially plan to take Shadow Slayer or Alcolyte in a few levels, without giving away the whole deal?

I'm running a campaign based on the Millennium's End rules that is really an Unknown Armies street level campaign. The players are just now figuring out that something is not quite right...
 

pogre said:
I'm running a campaign based on the Millennium's End rules that is really an Unknown Armies street level campaign. The players are just now figuring out that something is not quite right...
I'm about to start running a game of D20M using the background of Millenium's End...

It's a techno-thriller, no-fx, no monsters. The PC's have just joined Blackeagle and the first session will be a training exercise. I'll say they have laser-equipped weapons and sensors on their bodies just so they can get used to the system without getting killed (they've all played D&D and some have played Millenium's End - there's quite a difference in terms of lethality between the two and we'll need to find where the balance lies with D20M).

Cheers,
Liam
 

My latest fevered imaginings have been about mating the settingless system of d20 Modern with the systemless setting of Warhammer Fantasy Roleplay. (The biggest shortfalls of both games, in my opinion) I like the idea of the mage and acolyte classes being advanced/prestige classes, as it fits the setting and reduces the magic level somewhat. I've rejigged the occupation list of d20 Modern into the random career generation of WFRP. The feats and skills required a little medieval touch here and there, and of course the skill and feat list of each class must be reassembled to fit. I'm looking into spell list changes now, and have the composition of a druidic priest advanced class ahead of me. I think I may also change armor from AC bonus to damage reduction of some kind.

Of course, by the time I'm done all of that, I'll probably be distracted by a shiny copy of d20 Bunnies and Burrows, and ditch the whole project. Stupid shiny bunnies.
 

I am playing a pheranormal investigator campaign at the moment. And it works realy well. But still for that sort of thing i prefer CoC.
 

I'm doing 4 games with D20 Modern on the boards. They're all really different so it shows how flexible D20 modern is. It works well with all these games.

1. Gangs of Texas - A modern mystery/drama
2. Resident Evil: Damnation - Survival horror
3. Cowboy Bebop - Sci-fi adventure
4. In Character Character Game - Bizarre goodness
 
Last edited:

Some things I'd like to do:

..Megaman X. Oh, don't give me that look.

..Gods. Greek, Norse, homebrew, etc. All the PCs are immortal and basically without worshippers, in a modern world. Of course, if I really wanted to send them on a mind-bender, I'd wait for d20 Future and have them posing as mortals on colonization missions. Mmm.. converting followers among alien lifeforms, and sorting out the inevitable conflicts between them and the colonists, without breaking the classical divine intervention laws..... :)

Some things I have time to do:

--Impeesa--
 

Remove ads

Top