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Dark•Matter

Dark•Matter is a science fiction/conspiracy theory campaign setting set in the modern day. It was originally published in December 1999 by Wizards of the Coast as the second campaign setting for the Alternity science fiction role-playing game.[1][2] It was written by Wolfgang Baur and Monte Cook. It was later converted to d20 Modern rules as a stand-alone book in 2006.

Dark•Matter
Dark•Matter cover
DesignersWolfgang Baur, Monte Cook
PublishersTSR, Inc. (Wizards of the Coast)
Publication1999
GenresScience fiction, near-future conspiracy
SystemsCustom (Alternity)

Development edit

Wolfgang Baur did considerable research into the occult, UFO, and government conspiracy theories in preparation for writing the Dark•Matter game.[3]

Setting edit

The Hoffmann Institute investigates strange creatures and phenomena. Players take on the roles of members of this organization, and delve into the supernatural and mysterious. The premise of the game is that nearly every strange or supernatural story ever widely told is true, but a web of conspiracies and secret organizations hide this truth from the average person.[4] The premise was not unique to Dark•Matter and had first been used as the basis for a role-playing game in Bureau 13.

Contents edit

The original book was hardbound with 288 pages illustrated in color. It was divided into chapters covering the background of the Dark•Matter setting to include an introduction to the Hoffmann Institute, hero creation, magic and psionics, history of the setting, the Illuminati, and places of interest. Highlights include:

  • The true and secret history of Earth.
  • Detailed descriptions of 13 powerful conspiracies and secret societies pulling the strings of power, plus nearly 20 more minor organizations.
  • Dozens of mysterious sites and hidden strongholds, from the ancient enigma of the Pyramids to the rotten façade of Washington, D.C.
  • New skills and careers for heroes, including options for advanced characters.
  • New rules for using FX (supernatural/psychi powers) in Alternity games, including 45 new Arcane Magic and Faith FX spells.
  • Nearly two dozen strange creatures.
  • Gamemaster tips and tricks for running paranormal- and conspiracy-based games.
  • Raw Recruits, an introductory adventure.
  • Alternity Fast-Play Rules.

Works related to the core book edit

Supplements and adventures edit

There were four accessories produced for the setting. Three of them were published in perfectbound paperback format and one was published as an electronic PDF file. There were also various articles published in Dungeon magazine, Amazing Stories, and Dragon magazine.

  • The Dark•Matter Arms and Equipment Guide provided a more detailed list of equipment appropriate to the setting.
  • The Xenoforms Book provided many more supernatural and alien creatures from myth and folklore to add to a campaign.
  • The Killing Jar was the first adventure published after those provided in the main rulebook.

The last supplment, provided as an electronic PDF, is The Final Church. It is a combination sourcebook and adventure which provides information on the organization known as The Final Church and pits the characters against them.

Tie-in novels edit

In print edit

PDF only edit

  • By Dust Consumed, by Don Bassingthwaite. This was available for a short period of time as a PDF file.

d20 Modern system edit

Some of the material has since been incorporated into the d20 Modern role-playing game and its d20 Menace Manual supplement. Dark•Matter was first converted into a d20 Modern campaign in Dungeon #108/Polyhedron #163 as Dark•Matter: Shades of Grey. In September 2006, saw the publication of d20 Dark•Matter.

Reception edit

In 2000, Dark•Matter won the Origins Awards for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1999.[5]

In a review in the February 2000 issue of InQuest Gamer, Dan Joyce stated that Dark•Matter is "one of the best campaign settings" ever published by Wizards of the Coast and its subsidiary TSR, Inc.[1]

Reviews edit

  • Backstab #19[6]

See also edit

References edit

  1. ^ a b Joyce, Dan (February 2000). "Dark•Matter". InQuest Gamer. No. 58. Wizard Entertainment. p. 72.
  2. ^ . Wizards of the Coast. Archived from the original on 2008-09-24. Retrieved 2005-08-20.
  3. ^ Kenson, Stephen (November 1999). "ProFiles: Wolfgang Baur". Dragon (#265). Renton, Washington: Wizards of the Coast: 28.
  4. ^ Patton, Daron "Dan" (2002). "Alternity Dark Matter Campaign Setting".
  5. ^ . Academy of Adventure Gaming Arts & Design. Archived from the original on 2007-12-09. Retrieved 2007-10-17.
  6. ^ "Backstab Magazine (French) Issue 19".

External links edit

  • Official Alternity website

dark, matter, this, article, about, roleplaying, campaign, setting, concept, physics, dark, matter, science, fiction, conspiracy, theory, campaign, setting, modern, originally, published, december, 1999, wizards, coast, second, campaign, setting, alternity, sc. This article is about the roleplaying campaign setting For the concept in physics see Dark matter Dark Matter is a science fiction conspiracy theory campaign setting set in the modern day It was originally published in December 1999 by Wizards of the Coast as the second campaign setting for the Alternity science fiction role playing game 1 2 It was written by Wolfgang Baur and Monte Cook It was later converted to d20 Modern rules as a stand alone book in 2006 Dark MatterDark Matter coverDesignersWolfgang Baur Monte CookPublishersTSR Inc Wizards of the Coast Publication1999GenresScience fiction near future conspiracySystemsCustom Alternity Contents 1 Development 2 Setting 3 Contents 4 Works related to the core book 4 1 Supplements and adventures 5 Tie in novels 5 1 In print 5 2 PDF only 6 d20 Modern system 7 Reception 8 Reviews 9 See also 10 References 11 External linksDevelopment editWolfgang Baur did considerable research into the occult UFO and government conspiracy theories in preparation for writing the Dark Matter game 3 Setting editThe Hoffmann Institute investigates strange creatures and phenomena Players take on the roles of members of this organization and delve into the supernatural and mysterious The premise of the game is that nearly every strange or supernatural story ever widely told is true but a web of conspiracies and secret organizations hide this truth from the average person 4 The premise was not unique to Dark Matter and had first been used as the basis for a role playing game in Bureau 13 Contents editThe original book was hardbound with 288 pages illustrated in color It was divided into chapters covering the background of the Dark Matter setting to include an introduction to the Hoffmann Institute hero creation magic and psionics history of the setting the Illuminati and places of interest Highlights include The true and secret history of Earth Detailed descriptions of 13 powerful conspiracies and secret societies pulling the strings of power plus nearly 20 more minor organizations Dozens of mysterious sites and hidden strongholds from the ancient enigma of the Pyramids to the rotten facade of Washington D C New skills and careers for heroes including options for advanced characters New rules for using FX supernatural psychi powers in Alternity games including 45 new Arcane Magic and Faith FX spells Nearly two dozen strange creatures Gamemaster tips and tricks for running paranormal and conspiracy based games Raw Recruits an introductory adventure Alternity Fast Play Rules Works related to the core book editSupplements and adventures edit There were four accessories produced for the setting Three of them were published in perfectbound paperback format and one was published as an electronic PDF file There were also various articles published in Dungeon magazine Amazing Stories and Dragon magazine The Dark Matter Arms and Equipment Guide provided a more detailed list of equipment appropriate to the setting The Xenoforms Book provided many more supernatural and alien creatures from myth and folklore to add to a campaign The Killing Jar was the first adventure published after those provided in the main rulebook The last supplment provided as an electronic PDF is The Final Church It is a combination sourcebook and adventure which provides information on the organization known as The Final Church and pits the characters against them Tie in novels editIn print edit In Hollow Houses by Gary A Braunbeck If Whispers Call by Don Bassingthwaite In Fluid Silence by G W Tirpa Of Aged Angels by Monte Cook PDF only edit By Dust Consumed by Don Bassingthwaite This was available for a short period of time as a PDF file d20 Modern system editSome of the material has since been incorporated into the d20 Modern role playing game and its d20 Menace Manual supplement Dark Matter was first converted into a d20 Modern campaign in Dungeon 108 Polyhedron 163 as Dark Matter Shades of Grey In September 2006 saw the publication of d20 Dark Matter Reception editIn 2000 Dark Matter won the Origins Awards for Best Graphic Presentation of a Roleplaying Game Adventure or Supplement of 1999 5 In a review in the February 2000 issue of InQuest Gamer Dan Joyce stated that Dark Matter is one of the best campaign settings ever published by Wizards of the Coast and its subsidiary TSR Inc 1 Reviews editBackstab 19 6 See also editDelta GreenReferences edit a b Joyce Dan February 2000 Dark Matter InQuest Gamer No 58 Wizard Entertainment p 72 The History of TSR Wizards of the Coast Archived from the original on 2008 09 24 Retrieved 2005 08 20 Kenson Stephen November 1999 ProFiles Wolfgang Baur Dragon 265 Renton Washington Wizards of the Coast 28 Patton Daron Dan 2002 Alternity Dark Matter Campaign Setting Origins Award Winners 1999 Academy of Adventure Gaming Arts amp Design Archived from the original on 2007 12 09 Retrieved 2007 10 17 Backstab Magazine French Issue 19 External links editOfficial Alternity website Retrieved from https en wikipedia org w index php title Dark Matter amp oldid 1222573522, wikipedia, wiki, book, books, library,

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