Monday, February 9, 2026

Should I put the chocolate in the peanut butter?

I think my base rules for Missions & Mayhem are done. At least, the heavy lifting is done. I've got rules that seem to work for all the areas of play I think a modern (action/adventure/investigation) setting RPG should probably cover. That doesn't mean I won't continue to tweak things here and there, but for the most part it seems good. 

Now, I've got to start work on rules for fantasy, sci-fi, horror, etc. that go along with this. Some of that won't be too hard. d20 Modern has d20 Future, d20 Past, d20 Apocalypse, etc. to draw from for ideas. And there's all of the WotC and OSR output to draw on for creatures, magic/sci-fi items, etc. 

Originally, I planned to just release the base rules as a stand-alone set. Then I'd release adventure modules or campaign settings that had the rules for adding in cryptids, horror creatures, normal D&D type fantasy creatures, near-future (utopian or dystopian) sci-fi, space opera sci-fi, post-apoc stuff, etc. as their own supplements. 

But d20 Modern core rules did include three "FX" campaign settings. One is about D&D monsters living/hiding in the real world (like Shadowrun, but modern world instead of near future), one is psychics and government conspiracies (X-Files meets X-Men), and one is hunting down the monsters that secretly lurk in the shadows (Call of Cthulhu-ish, but assuming you can and will kick the monsters' asses). 

Should I include a few tastes of the fantastic in the base rules? Or should I stick to my original plan? If you have a preference, let me know in the comments. 

I know some of my players have been waiting for me to start adding in the alien invasion/zombie apocalypse/monster hunting aspects into the game. We gamers do love our speculative fiction. I'll probably start working some of these ideas into my play tests in a month or two.  

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