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 <title>RPG Crossings - d20 Modern</title>
 <link>http://rpgcrossings.com/taxonomy/term/193/0</link>
 <description>d20 Modern is a role-playing game designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. It was published by Wizards of the Coast in 2002, and uses the d20 System. The game provides a toolbox for staging campaigns in a range of modern settings.</description>
 <language>en</language>
<item>
 <title>d20 Modern Core Rule Book</title>
 <link>http://rpgcrossings.com/rpg_product/d20_modern_core_rule_book</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 Bill Slavicsek, Jeff Grubb, Rich Redman
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Core Rulebook
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;Play Every Adventure&lt;a href=&quot;glossary#term51&quot; title=&quot;adventure: (n) An adventure in a roleplaying game is a single, discrete story. Several adventures in sequence form a campaign. Game companies often publish pre-made adventure supplements. These are often called modules.

An adventure typically begins with a prologue which may include the meeting of the characters or PCs, the introduction of the plot, action by the characters, resolution of the plot and epilogue.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; You Can Imagine&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/espionage">Espionage</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:38:01 -0500</pubDate>
</item>
<item>
 <title>d20 Weapons Locker</title>
 <link>http://rpgcrossings.com/rpg_product/d20_weapons_locker</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 Keith J. Potter
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Rules Supplement
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;d20 Weapons Locker is an extensive collection of modern-day firearms for use in any campaign&lt;a href=&quot;glossary#term52&quot; title=&quot;campaign: A campaign is an ongoing storyline revolving about a continuous group of characters. It is generally made up of a series of adventures within a specific setting.

Since the word &amp;#039;campaign&amp;#039; implies a series of military conquests, games wishing to distance themselves from such martial pursuits have alternate names for their campaigns. For example, Ars Magica campaigns are known as sagas and Vampire: The Masquerade campaigns are known as chronicles. Several games, attempting to invoke the serial dramas of television, have used the term series. &quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; for the d20 Modern roleplaying game. Over 500 individual firearms are fully illustrated and described in detail, including statistics for roleplaying.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/science_fiction">Science Fiction</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:28:36 -0500</pubDate>
</item>
<item>
 <title>d20 Menace Manual</title>
 <link>http://rpgcrossings.com/rpg_product/d20_menace_manual</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 J.D. Wiker, Eric Cagle, Matthew Sernett 
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Rules Supplement
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;Designed for use with the d20 Modern Roleplaying Game, the d20 Menace Manual presents a host of villains, monsters, and other adversaries to pit against the heroes in any modern roleplaying game. &lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/science_fiction">Science Fiction</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:26:09 -0500</pubDate>
</item>
<item>
 <title>Urban Arcana</title>
 <link>http://rpgcrossings.com/rpg_product/urban_arcana</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 Bill Slavicsek, Jeff Grubb, Eric Cagle, Dave Noonan
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Campaign Setting
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;The Urban Arcana Campaign&lt;a href=&quot;glossary#term52&quot; title=&quot;campaign: A campaign is an ongoing storyline revolving about a continuous group of characters. It is generally made up of a series of adventures within a specific setting.

Since the word &amp;#039;campaign&amp;#039; implies a series of military conquests, games wishing to distance themselves from such martial pursuits have alternate names for their campaigns. For example, Ars Magica campaigns are known as sagas and Vampire: The Masquerade campaigns are known as chronicles. Several games, attempting to invoke the serial dramas of television, have used the term series. &quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; Setting&lt;a href=&quot;glossary#term66&quot; title=&quot;setting: (s) The setting of a campaign is the game world where it takes place. For a historical campaign, the setting might be the court of King Louis XVI, whereas for a superheroes campaign it might be the fictional city of Metropolis.

Many RPG publishers create settings for use with their products or the GM can create one from scratch. The setting is usually presented as an atlas or encyclopedia of the area where the player characters  are expected to be, with lists of important people the PCs might meet and locations they can explore. 

The game tries to create a fictional reality. More flexible GMs will tweak details of the world to suit the players&amp;#039; character concepts, but the larger and more complete the setting, the more difficult this becomes. On the other hand, a deep and well-developed setting such as Tékumel or Glorantha allows the players to feel that their characters are experiencing and exploring something larger than themselves.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; is the first setting to be released for players of the d20 Modern Roleplaying Game. It greatly expands on material available to d20 Modern players and includes new races, advanced classes, occupations, feats, creatures, and rules for organizations and secret societies. It contains both short adventures and adventure&lt;a href=&quot;glossary#term51&quot; title=&quot;adventure: (n) An adventure in a roleplaying game is a single, discrete story. Several adventures in sequence form a campaign. Game companies often publish pre-made adventure supplements. These are often called modules.

An adventure typically begins with a prologue which may include the meeting of the characters or PCs, the introduction of the plot, action by the characters, resolution of the plot and epilogue.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; hooks and presents a fully detailed city for adventuring, including maps. A key feature is the expanded magic system that features new magic items for the modern world.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/science_fiction">Science Fiction</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:22:56 -0500</pubDate>
</item>
<item>
 <title>d20 Future</title>
 <link>http://rpgcrossings.com/rpg_product/d20_future</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 Christopher Perkins, Rodney Thompson, J.D. Wiker
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Rules Supplement
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;This new supplement&lt;a href=&quot;glossary#term67&quot; title=&quot;supplement: (n) A supplement is any item that expands a game system beyond its core rulebooks. Examples include pre-made settings, monster collections and rules expansions. Some consider adventure modules to be supplements while others describe them as their own category. We follow the latter philosophy here.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; provides everything players and gamemasters need to participate in a futuristic adventure&lt;a href=&quot;glossary#term51&quot; title=&quot;adventure: (n) An adventure in a roleplaying game is a single, discrete story. Several adventures in sequence form a campaign. Game companies often publish pre-made adventure supplements. These are often called modules.

An adventure typically begins with a prologue which may include the meeting of the characters or PCs, the introduction of the plot, action by the characters, resolution of the plot and epilogue.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; with d20 Modern rules. &lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/science_fiction">Science Fiction</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:11:03 -0500</pubDate>
</item>
<item>
 <title>d20 Past</title>
 <link>http://rpgcrossings.com/rpg_product/d20_past</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 James Wyatt, Gwendolyn F.M. Kestrel
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Rules Supplement
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;New rules for running a d20 Modern campaign&lt;a href=&quot;glossary#term52&quot; title=&quot;campaign: A campaign is an ongoing storyline revolving about a continuous group of characters. It is generally made up of a series of adventures within a specific setting.

Since the word &amp;#039;campaign&amp;#039; implies a series of military conquests, games wishing to distance themselves from such martial pursuits have alternate names for their campaigns. For example, Ars Magica campaigns are known as sagas and Vampire: The Masquerade campaigns are known as chronicles. Several games, attempting to invoke the serial dramas of television, have used the term series. &quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; set in the past.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/historical">Historical</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:06:12 -0500</pubDate>
</item>
<item>
 <title>d20 Apocalypse</title>
 <link>http://rpgcrossings.com/rpg_product/d20_apocalypse</link>
 <description>&lt;div class=&quot;flexinode-body flexinode-1&quot;&gt;&lt;div class=&quot;flexinode-textfield-4&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Author:&lt;/label&gt;&lt;br /&gt;
 Brain Campbell, Scott Gearin
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-select-11&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Type:&lt;/label&gt;&lt;br /&gt;
 Rules Supplement
&lt;/div&gt;
&lt;/div&gt;&lt;div class=&quot;flexinode-textarea-6&quot;&gt;&lt;div class=&quot;form-item&quot;&gt;
 &lt;label&gt;Jacket Text:&lt;/label&gt;&lt;br /&gt;
  &lt;p&gt;New rules designed for running a d20 Modern campaign&lt;a href=&quot;glossary#term52&quot; title=&quot;campaign: A campaign is an ongoing storyline revolving about a continuous group of characters. It is generally made up of a series of adventures within a specific setting.

Since the word &amp;#039;campaign&amp;#039; implies a series of military conquests, games wishing to distance themselves from such martial pursuits have alternate names for their campaigns. For example, Ars Magica campaigns are known as sagas and Vampire: The Masquerade campaigns are known as chronicles. Several games, attempting to invoke the serial dramas of television, have used the term series. &quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; in a post apocalyptic setting&lt;a href=&quot;glossary#term66&quot; title=&quot;setting: (s) The setting of a campaign is the game world where it takes place. For a historical campaign, the setting might be the court of King Louis XVI, whereas for a superheroes campaign it might be the fictional city of Metropolis.

Many RPG publishers create settings for use with their products or the GM can create one from scratch. The setting is usually presented as an atlas or encyclopedia of the area where the player characters  are expected to be, with lists of important people the PCs might meet and locations they can explore. 

The game tries to create a fictional reality. More flexible GMs will tweak details of the world to suit the players&amp;#039; character concepts, but the larger and more complete the setting, the more difficult this becomes. On the other hand, a deep and well-developed setting such as Tékumel or Glorantha allows the players to feel that their characters are experiencing and exploring something larger than themselves.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt;. This new rules supplement&lt;a href=&quot;glossary#term67&quot; title=&quot;supplement: (n) A supplement is any item that expands a game system beyond its core rulebooks. Examples include pre-made settings, monster collections and rules expansions. Some consider adventure modules to be supplements while others describe them as their own category. We follow the latter philosophy here.&quot;&gt;&lt;img src=&quot;modules/glossary/glossary.gif&quot; /&gt;&lt;/a&gt; provides everything players and Gamemasters need to participate in adventures in a post-apocalyptic setting, including rules and designs for apocalyptic events, such as nuclear war, environmental disaster, alien invasion, or Armageddon. The book provides new rules for barter, scavenging, equipment, mutations and robots. &lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description>
 <category domain="http://rpgcrossings.com/browsing_category/pen_paper/d20_system/d20_modern">d20 Modern</category>
 <category domain="http://rpgcrossings.com/genre/science_fiction">Science Fiction</category>
 <category domain="http://rpgcrossings.com/publication_content/bookshelf_games">Bookshelf (Games, Books, etc)</category>
 <pubDate>Mon, 30 Jan 2006 10:02:22 -0500</pubDate>
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