Saturday, September 29, 2007
Vigilance20?
What to do with Blood and Vigilance is especially sticky as conversions go. The classes wouldn't be needed. Modern20 uses 6 classes and will never* have more than 6.
Between the 6 core classes, being built on a feat per level, occupations (that you can change), advanced occupations, hobbies and such, you won't need more classes.
The B&V disadvantage system is part of the core.
So what that would leave would be the powers, which wouldn't change much, and the campaign advice.
I'd end up tweaking and adding some things I'm sure, and there would be new occupations, but it doesn't seem to merit a book all its own.
Maybe in the GM guide I'll do multiple settings, like True 20 did.
*Never say never I know, we'll define "never" as 99% chance.
Tentative support plans for Modern20
Also, what will the production of M20 do to some of the other products that
RPGObjects puts out? Will there be updates that are attached to the files or
will we have revised products? I am a huge fan of Vigilance and I was wondering
what will become of that line?
What will happen to our existing products is likely nothing. What will happen to those lines is a different story and will really be the story of Modern20 going forward.
If the game is a success, then those lines will be converted to M20 and carry forward that way.
For the most part products won't be a 1-1 conversion.
For the moment, our tentative plans are: an equipment book expanding on the offerings found in M20, a martial arts book (cause martial arts rock and the system was written with an eye toward supporting the kinds of robust martial arts support we're known for) and a game master book.
Keep in mind these are tentative plans and might change, but this is what we're thinking so far.
Thursday, September 27, 2007
Editing under way...
Currently on schedule for an October release.
Tuesday, September 25, 2007
Ladies and Gentlemen, we have a cover... and a name... and a tagline...
Modern Mayhem and Mystery to the 20th Power!
Welcome to Modern20 RPGObjects' new modern RPG of action and adventure. As a company, RPGObjects has always been a strong supporter of modern and science-fiction gaming. It's in our blood. So you might be asking, why a new modern system? The truth is there are a lot of things that the modern core rules do very well. But other things could be improved.
As a game master who has run modern d20 since before the core rules were released (we were given a pre-release copy of the rules) and as a long-time modern gamer before that in point-based systems both generic and heroic, I wanted to draw on that experience to create a faster-playing, smoother, more action-packed modern experience. At the same time, I wanted to streamline skills and add depth to character creation, making it a richer experience, while hopefully not a longer experience.
The result, after years of thought, hundreds of game sessions, and a lot of discussion is the book you're holding now. We hope you'll agree with us when we say it's modern to the 20th power.
What's Different?
Here's a few of the changes...
Backgrounds provide a basic level in skills and a base amount of Wealth.
Occupations can be changed several times over the course of your career and provide Wealth, skill access, feat access, improved feats and perks.
Hobbies provide a basic level in a single skill.
Wealth still exists but is not used to roll wealth checks.
Basic, Advanced and Prestige Classes are gone replaced with six Core Classes.
Skills have been streamlined considerably and can be extensively modified by perks. Several skills have been changed or merged. Some new skills have been added.
Opposed skill checks are gone, replaced with targeted checks.
Many skill checks (such as for crafting) have been completely eliminated. The skills themselves have been folded into new skills. Your total ranks in the skill determines what you can and cannot build.
Many feats have been eliminated, their place taken by new skills and perks.
Critical hits are gone. In their place is a hit location system that modifies damage. Characters can also attempt targeted shots to improve their chances of getting a hit on a vital area.
And more!
Thursday, September 20, 2007
Legends of Excalibur (True20) reviewed
Bo Vandenberg has put up an excellent and quite favorable review of Legends of Excalibur (True 20) at RPGNow.
Thanks Bo for the thorough and thoughtful review.
The review can be found here.
Chuck
Fantasy Adventurers on the way
I just saw a proof copy of Fantasy Adventurers.
Fantasy Adventurers is a light, fun strategy game for two players. One player runs the dungeon, which he stocks with monsters, traps and all sorts of other deviltry.
The other player runs the party, which consists of four characters, who explore the dungeon, loot it, take its stuff and grow in power.
I'm sure you're all reeling by the insanely unique premise behind this game.
Better still, the game can be played anywhere and all you need to play is a sheet of paper, pencil and d20.
It's designed for light, fast, fun pick-up games, whenever you need a quick dose of fun. Perhaps in the car on a road-trip or when your regular group can't get together and you need some dungeon-crawling themed fun.
Parties consist of a warrior, a mage, a priest and a thief and as these characters gain levels, they can progress into advanced and elite professions.
Each character has three statistics: combat, magic and traps.
Encounters are adjudicated the same way.
The player running the dungeon chooses a selection of creatures and/or traps for the encounter, which gives the encounter a rating in combat, magic and traps.
Depending on the ratings of the encounter and the party, progressing through the encounter will inflict some damage, and also grant the party some experience. They will also find items along the way.
Look for Fantasy Adventurers, coming soon from RPGObjects.
Night Ride Part 1
Night Ride Part 1 “Look, Pa, it’s my turn. Also, Nana is having one of her spells again and she has no idea who I am when she gets this w...