AD&D Modern

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AD&D Modern

Postby Havard » Thu Oct 05, 2017 12:38 pm

d20 Modern was an RPG based on the d20 system and 3rd Edition. TSR had many different systems for their modern era and sci fi RPGs that I have collected here, but what if they instead had decided to create a single "modern" RPG based on AD&D?

What would this RPG have looked like?

I could see a mix of rules drawn from Masque of the Red Death and Buck Rogers XXVc. Also, one of the Immortal Set modules (IM1?) had rules for modern Firearms.

How would you have liked to see an AD&D based Modern RPG?

-Havard

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Re: AD&D Modern

Postby Angel Tarragon » Thu Oct 05, 2017 5:14 pm

I love the idea of people displaced from other times and lands (this is why I am such a huge fan of Chanak), so heck yes! Compatibility between the two would be a must!
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Re: AD&D Modern

Postby genghisdon » Sat Oct 07, 2017 4:21 am

not really, no
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Re: AD&D Modern

Postby agathokles » Sat Oct 07, 2017 10:02 am

Masque of the Red Death would be the obvious starting point, although I'd find the exercise a bit pointless... Alternity was the AD&D-era modern game from TSR, and probably would be a better choice anyway (even to play Masque).

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Re: AD&D Modern

Postby RobJN » Sat Oct 07, 2017 7:46 pm

agathokles wrote:Masque of the Red Death would be the obvious starting point, although I'd find the exercise a bit pointless... Alternity was the AD&D-era modern game from TSR, and probably would be a better choice anyway (even to play Masque).

GP

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Re: AD&D Modern

Postby Havard » Sun Oct 08, 2017 12:40 pm

I find it interesting how a game like Stars Without Number is able to use the D&D rules to create an elegant sci fi RPG. I think it could be interesting to see if the AD&D rules could be used as a basis for something so different from its core.

I guess Masque of the Red Death was pretty much this, but I think it could have used a revised edition. I also have fond memories of the skill system from Buck Rogers XXVc so I was wondering if that might be a better skill rule system to use than the Proficiency style rules from MotRD. Or perhaps the ideal rules might be somewhere in between.

Now, using Alternity for the Masque of the Red Death Setting is an interesting idea that might also be worth exploring! :cool: :)

-Havard

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Re: AD&D Modern

Postby RobJN » Sun Oct 08, 2017 2:19 pm

Havard wrote:Now, using Alternity for the Masque of the Red Death Setting is an interesting idea that might also be worth exploring! :cool: :)

-Havard

Alternity by gaslight? We can do that. :evil:
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Re: AD&D Modern

Postby Cthulhudrew » Tue Oct 10, 2017 12:05 am

Havard wrote:I find it interesting how a game like Stars Without Number is able to use the D&D rules to create an elegant sci fi RPG. I think it could be interesting to see if the AD&D rules could be used as a basis for something so different from its core.


It's an interesting idea, to be sure, but I guess the real question is what exactly is it about the AD&D rules that you would like to use for this game? You noted that you would prefer a different skill system, so are you looking more towards keeping the core classes and mechanics, the spellcasting, the combat?

Offhand, I would probably toss out the gun rules in 2E and the "cascading dice" mechanic, because I've always thought it is potentially overpowering. There is quite a bit that could probably be lifted from Gamma World 4E, including equipment, that could assist in a project like this (as 4E was deliberately made very 2E compatible).

Some of the kits and things from HR4: A Mighty Fortress could be used, as well.
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