Will Modern need a revision too?

Modern needs to be more general. Look at all the stuff we're doing with it- occulty horror, special ops, martial arts, superheroes, mecha, urban fantasy etc etc.

The designer's realized this, and made a game capable of handling massive genre swings.

It is the best version of d20 I have ever encountered hands down.

And I'm 32, so it obviously doesn't just appeal to "the kids" as one poster intimated.

Chuck
 

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Die hard Gamma World fan since 1st edition here reporting that I can't wait.

I was not a big D20 fan. I only bought D20 Modern because there is going to be a D20 Modern version of Gamma World this fall. I actually like the mechanics after kicking the tires for a while.

As far as settings, I just ignore any magic crap from the rules and settings, and I'm ready to go for post-apoc goodness.

I'm getting acclimated to D20 Modern and Darwin's World 2nd Edition waiting for the wonderful day when we get YAGWE (yet another Gamma World Edition).

Sword and Sorcery has a teaser page of information out.

The anticipation is killing me. I have D20 Modern, The Ultramodern Firearms D20 Modern, Darwin's World 2nd Edition, and will grab Blood and Guts D20 Modern when it comes out so I can include all kinds of Special Forces types waking up from cryo-sleep in the post-apocalyptic wasteland. I have the polyhedron Mecha Crusade and Genetech mini-games too. Oh, almost forgot, The Game Mechanics Modern Player's Companion and the non-magic stuff from the UA Web Enhancement.

Any other D20 Modern-specific resources I'm missing? Maybe D20 Mecha , even though it's just D20, not really D20 Modern.

---
Tormentor
Tormentor's Virtual Wasteland (no D20 stuff yet) at
http://www.gammaworld.us
 

A past Dungeon/Polyhedron magazine issue have MECHA CRUSADE mini-game designed for d20 Modern.

Also check out Somalia: d20 and Colombia: d20 by Holistic Design, if you like military genre. These two books took advantage of the Modern System Reference Document (based on d20 Modern ruleset).
 

Thank you for the replies, everyone. The more I read Modern, the more I will set it aside until Gamma World in lieu of 3.5, not just my decision, but also the party's. I guess we agree that traditional fantasy in a traditional fantasy wrapper is the way to go. The art and formatting to me is horrendous in Modern and I just see the book as marketed for a younger crowd, even if not everyone here agrees. I understand, but do not need, the versatility of Modern, I just plan on using it for Gamma World. If I stumble upon a fantasy setting using Modern, I will give it a try, but I have no plans to run anything but GW for now.

Cool, nick, forvalaka, a BC fan, I take it?

hellbender
 

hellbender said:
Thank you for the replies, everyone. The more I read Modern, the more I will set it aside until Gamma World in lieu of 3.5, not just my decision, but also the party's. I guess we agree that traditional fantasy in a traditional fantasy wrapper is the way to go. The art and formatting to me is horrendous in Modern and I just see the book as marketed for a younger crowd, even if not everyone here agrees. I understand, but do not need, the versatility of Modern, I just plan on using it for Gamma World. If I stumble upon a fantasy setting using Modern, I will give it a try, but I have no plans to run anything but GW for now.

Cool, nick, forvalaka, a BC fan, I take it?

hellbender

There are various publishers that are taking d20 Modern more "seriously." For instance, we've published a campaign setting called Dark Inheritance that is a far cry from D&D in the modern world. Not a kewl kid, tagger, or club kid wannabe in sight.

Our second book, Modern Spellcraft, takes magic in some fascinating directions. It includes mystical traditions such as shamanism and ritual magic (written by Steve Kenson), spirit binding reincarnated Anasazi and Labyrinth magic (written by Sam Witt), and finally technomagic, bioetheric symbiots, and a fatigue based magic system (who sleeps 8 hours anymore! I certainly don't). Each chapter includes how to use the crunch in a variety of campaigns and a sample organization that can be droped into an existing campaign. Check out our website in my sig for more information.
 

Thank you, Mythic, and I have already tapped the link and will read through the site momentarily. I never want to say never, but with the Shadowchasers premise, the group and myself found Modern a bit off for our gaming tastes. We also play original Deadlands and Judge Dredd, so it is not as if we are stuck in DnD Central. I will give the Mythic Dreams work a go.


Thanks!
hellbender
 

hellbender said:
Thank you for the replies, everyone. The more I read Modern, the more I will set it aside until Gamma World in lieu of 3.5, not just my decision, but also the party's. I guess we agree that traditional fantasy in a traditional fantasy wrapper is the way to go.
Bah. Break tradition. Besides, there is way too much overexposure of medieval fantasy than there are modern fantasy.

Anyhoo, magic and fantasy are simply add-ons, or what they call it: FX. You don't need to apply them if you want to go strictly modern-day roleplaying.
 
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Help! Arms....twisted by Modern enthusiasts...must resist, for the group.........can't cave in. Well, ok, I will run it by the folks during the weekly session. We are just getting into an evil DnD campaign, but the group might stretch a bit.


hellbender
 

hellbender said:
. I never want to say never, but with the Shadowchasers premise, the group and myself found Modern a bit off for our gaming tastes.

It's like not playing D&D because you don't like the Arcane Archer PrC, or because you hate the Kingdoms of Kalamar Setting.

Well, that's one way to play it. You can also play it without monsters and magic, either high-action like james bond or more realistic.
 

More good stuff for d20M have been put out by Perpetrated Press. Their Arsenal and Factory have all kinds of Magi-tech goodness for d20M campaigns where it is appropriate, i.e. UA.

Both are made for use with 3e rules, as opposed to modern, but in Factory, the second book to be released, they added modern prices to the listings and basic conversion info in the back of the book. They also put a 10-12 page d20M conversion for Arsenal on their webpage for download.

If you are into magical weaponry, cybernetics, robots, computers, etc.... then I reccomend these books. Not perfect, but still great resources.

I plan on using parts of them for my upcoming Dragonstar campaign, and using bits and pieces when my modern group goes to an alternate, "magic-tech" style earth.
 

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