Books : D20 Dark Matter (d20 Modern Supplement)

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Author name: Wolfgang Baur, Monte Cook

 : D20 Dark Matter (d20 Modern Supplement)
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Type of bind: Hardcover
Dewey Decimal Number: 813
EAN num: 9780786943494
ISBN number: 0786943491
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 160
Printing Date: September 12, 2006
Publishing house: Wizards of the Coast
Release Date: September 12, 2006
Sale Popularity Level: 369450
Studio: Wizards of the Coast




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Editor's Notes and Comments:

Product Description:
Fresh update to a favorite campaign setting.

d20 Dark•Matter is a 160-page d20 Modern® supplement that updates the original Dark•Matter Campaign Setting (created for the Alternity® Science Fiction Roleplaying Game), making it fully compatible with the d20 Modern rules. It also includes some new content.

d20 Dark•Matter
presents a world where devious organizations scheme for world domination, otherworldly forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows. Working for a clandestine organization called the Hoffmann Institute, heroes explore hidden mysteries while eluding forces — both human and alien — that scheme to control the truth.

AUTHOR INFORMATION

WOLFGANG BAUR began his gaming career writing articles for Dungeon® and Dragon® magazines and eventually joined the magazine staff as an editor. He later worked as a game designer for TSR, Ltd. and Wizards of the Coast, Ltd. In 1998, he left Wizards to work at Microsoft. He currently freelances for Wizards and other RPG publishing companies.

MONTE COOK worked at TSR, Ltd. and Wizards of the Coast, Ltd. as a game designer before leaving to found his own game company, Malhavoc Press. He co-designed the 3rd-Edition Dungeons & Dragons® game and wrote the Dungeon Master’s Guide™. He also writes a regular Dungeon Master advice column in Dungeon magazine.






Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - A great update to a fantastic game
As a huge fan of the Alternity Dark Matter source book and novels I picked this up as soon as it was released. That being said if you have the Alternity version that you really don't need to pick this one up as well, it is almost the same book, just converted to the D20 rule set. It is a great source book book though and very well presented. The book is clearly laid out, presented well and easy to read. There are a good number of illustrations and little side sections that better explain some items of interest. If you are looking for a good conspiracy type campaign and don't want to go as fantasy as Urban Arcana or as true spy and the Sprycraft series then Dark Matter is for you. Try it, you won't be disappointed.



Rated by buyers 5 out of 5 stars - Great Setting!
This book gave an excellent setting, especially for any conspiracy buffs. By keeping it so varied, DMs can add whatever additions (such as arcane magic or psionics) that they wish.

Also, the "True" Timeline section can easily launch several campaign ideas.

Overall, a thoroughly well laid-out and thought-out book.



Rated by buyers 5 out of 5 stars - Top Notch Game Setting!
This is a remake of the Dark Matter book for Alternity, and it is still a fantastic gaming setting. If you like X-files or any sort of conspiracy theory alien invasion book, this is the one for you. This book incorperates magic, psi, high tech, alien species, even extra dimensional creatures all seamlessly.

Reasons to buy this book:

1) Fantastic new rules, feats, classes, etc. This book doesn't dissapoint there.

2) Brilliant art. I know, I know, gaming isn't about the art, but this book has art second only to some high end WOD books.

3) It's very true to the original Dark Matter from Alternity. I played D20 modern for years using the old Dark Matter book and transfering evertying to the D20 system. The original book is more thorough, but this one has every major thing you'll need in it, and you won't need to juggle between gaming systmes to do so.

4) The timeline of the "true history of the earth" is really brilliant. All you need to do is pick a date on there, and you've got yourself an adventure. (A few years ago, we ran what we called Dark Matter 1942 and set the entire campaign in WWII at the birth of the OSS and the downfall of the Nazis who really weren't quite human...)

5) The Hoffman Institute (the group your characters are supposed to work for) is well thought out, and it's founder Dr. Nakami ends up being a very interesting character when you put him in the game. Normally, I hate this type of thing and come up with my own hooks, organizations, and NPCs, but this stuff is so well done, I used it all.

6) This is VERY well researched and thorough. If there is a strange place (there's a whole atlass of strange places and their histories in this book--very cool!), and odd event, or a mythological creature anywhere in the world, this book somehow manages to weave it in to it's all encompasing conspiracy. Vampires? Sure. Big foot? No problem. Gray aliens? It's got you covered. Everything to Tesla and Tanguska to the Masons and a moon base are tied in here!

Weaknesses:

1) The only one I can think of is a lack of enemies in a creature section. Having said that, however, most of the key creatures and aliens you'll encouter are already published in other D20 modern creature suppliments, so they're out there! Go buy the menace manual, and you'll be covered.

2) The original was a real no-holds-barred gaming experience. The PCs were never safe, and even minor creatures could kill the most advanced of characters. This led to some real spooky and intense gaming moments as players were genuinely worried about their characters. The D20 translation isn't quite as nice here. Your 15th level tough character is simply NOT going to be threatened by a gun or even a Weren. Even in a fantastic setting, realism lends a lot. I'd suggest playing it in the D20 Cthulu system for some more brutal rules and less powerful characters.

All in all, this is a book like no other. If you like aliens and modern day conspiracies, this book will change your games forever. I've run two full Dark Matter campaigns now, each lasting a few years, and I'm bearing up to do my third. This is, quite simply, as good as gaming gets!



Rated by buyers 4 out of 5 stars - Did you own Alternity Dark Matter?
Did you own Alternity Dark Matter? If so, you may not need this book. It's largely a straight-forward conversion of the original Alternity Dark Matter book-- it even has the same sample scenario, "Exit 23!" I'd say about half the art was lifted from the original book.

That said, the Dark Matter setting has always been really nice, and if you never bought the Alternity book, or are looking for a supported conversion, this is the book for you. In the vein of the X-Files, you and your party are working for the mysterious Hoffman Institute, investigating paranormal phenomenon and defending the ignorant humanity from supernatural threat. The "real" history of the Earth is presented, as well as the various cults and conspiracies that thrive today, hidden in the shadows. You can investigate mysteries involving traditional unknown such as Greys (Fraal), the Men in Black and the Sasquatch, or Dark Matter-specific entities such as the Kinori, the Sandmen or the many secret societies.

There are three new starting occupations, rules for four non-human character species, twenty new Feats, two Advanced Classes, three Prestige Classes, a few pages of specialized equipment and...85 pages of setting, twenty or so pages of GM advice and plot hooks, and the Exit 23 adventure. They don't even give any, repeat, ANY stats for creatures, referring you to the d20 Menace Manual.

All in all, it's a GOOD PRODUCT, but be aware of what it is and decide for yourself whether or not you should buy.

P.S. The front and rear covers glow in the dark, and are pretty cool.



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