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What would you change for d20 Modern 2.0
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2728803" data-attributes="member: 12332"><p>Well, Dark*Matter is pretty Delta-Green-ish without the Mythos flavors. But it has a bit of "Alternity" flavor to it, but not too much. I think Dark*Matter is stronger for a "generalist" game because it heels to common mythology a little more than DG's Mythos Mythology. (DG tries to fit some common mythologies, like "The Greys" into existing Mythos myths, for instance, while D*M's greys are a little more traditional ... partly because the Fraal race from Alternity was based directly off of modern Grey mythology). </p><p></p><p>D*M also seems to work modularly ... I've done D*M mini-campaigns without any "Magic" whatsoever, focused on weird-sci or alien conspiracy. I've done D*M mini-campaigns based around dark magic and evil cults, with the agents having no magic of their own. I've even done D*M with some magic-using agents before.</p><p></p><p>All of them worked within the same broad mythology, without stepping on eachother's toes. They're not mutually exclusive.</p><p></p><p>I think the D*M book, being mostly FLUFF and SETTING, is a really good buy for anybody wanting to do a conspiracy or occult or supernatural d20M game without the "D&D Modern" air about it. A few of the OOP core books can be found in online shops and the like, but here's a great secret for everybody ...</p><p></p><p>You can get over 283 pages of Dark*Matter goodness for less than FIVE BUCKS, by purchasing the Dark*Matter campaign setting as a PDF. <a href="http://www.rpgnow.com/product_info.php?products_id=1250&" target="_blank">At RPGNow</a>, it's always on sale. I own a digital copy and a physical copy.</p><p></p><p>The only things that aren't directly usable from the D*M book are the creature stats, the NPC stat-blocks (about 1 stat-block provided per organization detailed), and the magic system. Maybe 1/10th the total book, really. But have heart! </p><p></p><p>Almost all of the creatures in the D*M book appeared in The Menace Manual, as do a few of the organizations, (along with alot of useful NPC stat-blocks).</p><p></p><p>For the magic system, I'd like to humbly suggest a very new product, available for sale starting NOW ...</p><p></p><p><a href="http://edge.rpgnow.com/product_info.php?products_id=5933&" target="_blank">SFX Skills: Diabolism</a>, the first in a series of self-contained, highly thematic magic "packages" utilizing a "Skills'n'Feats" approach to FX.</p><p></p><p>I'll say that SFX Skills were inspired by the highly-suggested "Psychic's Handbook" from GreenRonin, which is another great D*M d20 product, and the tight thematic direction was inspired by the magic of D*M itself.</p><p></p><p>Unfortunately, for what we could get in a single hardback for Alternity, we have to buy several secondary products for in d20M. Luckily, alot of this is available in PDFs for very cheap, or SRD format for very free.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2728803, member: 12332"] Well, Dark*Matter is pretty Delta-Green-ish without the Mythos flavors. But it has a bit of "Alternity" flavor to it, but not too much. I think Dark*Matter is stronger for a "generalist" game because it heels to common mythology a little more than DG's Mythos Mythology. (DG tries to fit some common mythologies, like "The Greys" into existing Mythos myths, for instance, while D*M's greys are a little more traditional ... partly because the Fraal race from Alternity was based directly off of modern Grey mythology). D*M also seems to work modularly ... I've done D*M mini-campaigns without any "Magic" whatsoever, focused on weird-sci or alien conspiracy. I've done D*M mini-campaigns based around dark magic and evil cults, with the agents having no magic of their own. I've even done D*M with some magic-using agents before. All of them worked within the same broad mythology, without stepping on eachother's toes. They're not mutually exclusive. I think the D*M book, being mostly FLUFF and SETTING, is a really good buy for anybody wanting to do a conspiracy or occult or supernatural d20M game without the "D&D Modern" air about it. A few of the OOP core books can be found in online shops and the like, but here's a great secret for everybody ... You can get over 283 pages of Dark*Matter goodness for less than FIVE BUCKS, by purchasing the Dark*Matter campaign setting as a PDF. [url=http://www.rpgnow.com/product_info.php?products_id=1250&]At RPGNow[/url], it's always on sale. I own a digital copy and a physical copy. The only things that aren't directly usable from the D*M book are the creature stats, the NPC stat-blocks (about 1 stat-block provided per organization detailed), and the magic system. Maybe 1/10th the total book, really. But have heart! Almost all of the creatures in the D*M book appeared in The Menace Manual, as do a few of the organizations, (along with alot of useful NPC stat-blocks). For the magic system, I'd like to humbly suggest a very new product, available for sale starting NOW ... [url=http://edge.rpgnow.com/product_info.php?products_id=5933&]SFX Skills: Diabolism[/url], the first in a series of self-contained, highly thematic magic "packages" utilizing a "Skills'n'Feats" approach to FX. I'll say that SFX Skills were inspired by the highly-suggested "Psychic's Handbook" from GreenRonin, which is another great D*M d20 product, and the tight thematic direction was inspired by the magic of D*M itself. Unfortunately, for what we could get in a single hardback for Alternity, we have to buy several secondary products for in d20M. Luckily, alot of this is available in PDFs for very cheap, or SRD format for very free. --fje [/QUOTE]
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