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What would you use to run a near/far-future campaign?

Here's an idea ...

Personally I really like The Sleeping Imperium's d20 rules for Psionics, Martial Arts, Guns (modern firearms) and the "Grim-n-Gritty" HP and combat rules. Ken Hood spent a fair degree of time working this stuff out ... of course that still leaves you needing some space combat/flying rules, but you could lift that wholly from SW with little trouble.
 

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Fading Suns d20 has rules for far-future weapons like blasters and lasers, and for personal energy shields. It also has aliens, cyborgs and spaceship rules, I believe (not sure if they're included in the d20 book). Non-d20 FS has all of the above, plus material on the Symbiots, a very scary mutant race, and on secret organizations. The overall feel of FS is very Dune-ish and not near future at all, though.
 

Leaving aside facetious suggestions (like 2300AD :D ), how about Call of Cthulhu d20? Might require some tweaking (combat is pretty lethal I gather) but of th d20 games so far published it seems the best fit for near future conspiracy type games, especially if you bleed in some Delta Green material. I'd also recommend taking a look at T20, ther is a draft T20 lite available from teh T20 site now and teh full book isn't far off release I gather...
 

I ran a Deus Ex d20 using a cyberpunk d20 conversion for cybernetics and my own rules for nanotechnology. It was extremely succesful
 
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I agree with those saying the Spycraft/Shadowforce Archer setting. I know that there are psionics and alien threats in Shadowforce Archer, but not sure if there are cybernetics rules. Given the nature of gadget points in the game though, cybernetics wouldn't be too hard to implement.

-nameless
 

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