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D20 Dark Matter (d20 Modern Supplement) Hardcover – September 12, 2006

5 customer reviews

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Product Details

  • Series: d20 Modern Supplement
  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (September 12, 2006)
  • Language: English
  • ISBN-10: 0786943491
  • ISBN-13: 978-0786943494
  • Product Dimensions: 8.4 x 0.5 x 10.9 inches
  • Shipping Weight: 13.6 ounces
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #845,127 in Books (See Top 100 in Books)

More About the Author

Wolfgang Baur started writing for Dungeon Magazine at the tender age of 14, sold a few manuscripts, and found he had a taste for text and gaming. He is a game designer, editor, and the publisher the founder of Kobold Press. After 20 years in publishing, it's safe to call it a habit.

Baur is best known for his work on roleplaying games, including Planescape, Forgotten Realms, Al-Qadim, Dark*Matter, as well as adventure paths for Pathfinder. He is the author of the Midgard campaign settings, and the first contributor to the Kobold Guides to Game Design.

He enjoys Gothic architecture, Turkish candies, and Seattle coffee to an alarming degree.

Customer Reviews

Most Helpful Customer Reviews

18 of 18 people found the following review helpful By kidnugget on December 24, 2006
Format: Hardcover
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!
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6 of 7 people found the following review helpful By A. Cowell on October 30, 2006
Format: Hardcover
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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1 of 1 people found the following review helpful By Matthew J. O'neill on October 15, 2010
Format: Hardcover Verified Purchase
The product is pretty good. however, it could have had more guidance on how to run the world. I felt a little annoyed that there is so much dependence on the Menace Manual for using the product. I feel a supplement should be mostly self sufficient but expandable. expecially since it was based on previously published material.

quality of art and material was good.
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Format: Hardcover Verified Purchase
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.
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1 of 2 people found the following review helpful By John Bindas on March 21, 2007
Format: Hardcover Verified Purchase
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.
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