You Can Play Pacific Rim, King Kong, Highlander, The Crow, Total Recall, Escape from NY, Universal Soldier, Rambo

Earlier this year, Evil Genius Games announced its 'reboot' of d20 Modern, a 5E-powered modern ruleset called Everyday Heroes. They’ve now revealed that the game comes with a whole 'season' ($130) of adventures, each licensed from a movie franchise. The adventures will be available through Kickstarter on May 17th.

The adventure settings include Pacific Rim, Kong: Skull Island, Highlander, Escape From New York, The Crow, Total Recall, Rambo, and Universal Soldier.

Designer Jeff Grubb posted on Facebook—“It’s been 20 years since the original d20 Modern has come out and game design has evolved.“It’s not so much duplication as it is inspiration; basically taking the same things that we faced [while making] d20 Modern and saying, ‘OK, how do we handle it with this modern situation? How do we handle today’s world? How do we handle it with today’s mechanics?’ It’s a great opportunity to do for traditional D&D role-playing what d20 Modern did for the D&D of its age.”


With another company, Renegade Game Studios, producing Hasbro properties like Transformers, GI Joe, and more, 80s action properties are making quite the TTRPG comeback!

Our first tabletop role-playing game is Everyday Heroes™ - a roleplaying universe set in the modern era. Inspired by D20 Modern, Everyday Heroes™ provides a complete rulebook on running campaigns in the current day or the near future. The book covers everything you will need to run a modern-day campaign. This includes modern new character classes that fit within the modern-day theme. It also includes professions (e.g., Fireman, CIA operative, Chef) and backgrounds (e.g., rich kid, military brat, gang member) to help flesh out your character. firearms and equipment, modern adversaries, and revised rules on car and foot chases.


Screen Shot 2022-05-02 at 5.21.20 PM.png

Evil Genius has licensed a whole bunch of action movie properties, each forming an adventure for use with Everyday Heroes.


Screen Shot 2022-05-02 at 5.19.16 PM.png

Each adventure has a new class included:
  • Pacific Rim -- Twins
  • Kong: Skull Island -- Monster Hunter
  • Highlander -- Immortals
  • The Crow -- The Possessed
  • Escape from NY -- Street Warrior
  • Total Recall -- Mutants
  • Universal Soldier -- Cyborg
  • Rambo -- Guerilla

Screen Shot 2022-05-02 at 5.20.48 PM.png
 
Last edited:

log in or register to remove this ad


log in or register to remove this ad


I guess this game may become popular thanks the hook of known franchises. Could we see titles based in videogames?

I hope it blows the roof off the place. Taking a GURPS 3rd ed (or Pop Vinyl) approach, license a book or maybe two, then move on to something else - that could be really fun to fix and match, and really grow the system and bring other people in. The potential is huge.
 


Earlier this year, Evil Genius Games announced its 'reboot' of d20 Modern....

I crapped on the artwork when this was first announced but this is a brilliant idea; Jeff g. Is a competent designer, I really hope that these adventures are good and it helps drive sales of the system.

I've been kind of toying with this idea myself, adapting the Warlock and 9th Gate films into CoC adventures (unlicensed adaptations of course).

Mostly unrelated but I never understood why they never adapted one of the many d&d modules into a film(s); you could probably turn Keep on the Borderlands into a decent movie, right?
 


sigfried

Adventurer
If they're sticking close to the 5e design mechanics, it'll be a lot like that. Hopefully they can expand on the default assumptions and freshen it up a bit.

Feel free to ask me any questions you like, I'm one of the two lead designers on Everyday Heroes.

We use the core of 5e mechanics, aka: Roll a d20, add an ability score modifier, add a proficiency bonus if applicable, and roll equal or better than some target number. Personally, I like it as it is flexible and easy to remember and has about the right level of variability for my tastes as a GM.

How we use it is... that's a longer story. Combat is largely like 5e, though the rules for gunplay and modern weapons change the way it feels when they come into play. We have our own rules for chases, and they are less crunchy and more free-form and narrative than most of the other modern games we looked at. We have a few more skills and many of our adventures are more likely to involve a lot of skill-testing situations compared to a typical fantasy adventure. I did a Night at the Museum adventure that has no planned combats at all, but our Escape from New York adventure has quite a lot of combat encounters. It really depends on the genre and the GM.

My philosophy as a designer is to give the players and GM a rich toolbox of material, lots of good advice, and encourage them to make good decisions for their game. We have a lot of optional rules in the GMs section and detailed advice on how to create different kinds of feelings and tones using the rules. We also have a long treatment on adventure pacing, dialog styles, and many of the types of scenes and scenarios common in action cinema.
 

Feel free to ask me any questions you like, I'm one of the two lead designers on Everyday Heroes.
This isn't exactly a design question, but I saw a video on YouTube (Misfit news) about the adventure season, and it mentioned each book and it being around 100 page, but if you pledge the season you get a hardcover compilation at the end. Is that all the adventures or something like a mechanics compilation (classes, rules modules and whatnot). I love the idea of a rules only compilation for the hardcover.

Just curious.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
Man, the idea of using some of these movies as adventures is such a good one. I really dig the whole concept. Not all of these movies are my forte (I had to Google Universal Soldier) but some of these are absolute classics. A Kong adventure, or even a Total Recall adventure, seem like a ton of fun.
 

sigfried

Adventurer
This isn't exactly a design question, but I saw a video on YouTube (Misfit news) about the adventure season, and it mentioned each book and it being around 100 page, but if you pledge the season you get a hardcover compilation at the end. Is that all the adventures or something like a mechanics compilation (classes, rules modules and whatnot). I love the idea of a rules only compilation for the hardcover.

Just curious.
Honestly, I'm not sure, but I'll ask Dave about it, he's the man who calls the shots on what the products are going to be. Once the Kickstarter is up and live I'm sure that will have the final details, though I imagine it kind of has to be rules focused as an 800+ page hardback would be an absolute monster!
 

Remove ads

Latest threads

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top