I'm urgently looking for anyone out there who can help me with expanding the scope of what I can do in a contemporary/modern setting. I'm completely lost and I'm not sure what kind of Races or Classes I can use (I already have Human, as well as a variety of Ethnicities, and I'm totally open to including virtually anything as long as it feels organic enough to the setting so no Fantasy creatures, no aliens--those are separate). I have a few ideas for what TO DO in the game, but it's not going to go very far.
I'm also looking for someone to help me figure out the game mechanics:
http://www.rpgcodex.net/forums/index.php?threads/help-with-gameplay-mechanics.103836/ (
ONLY respond, if you intend to be any kind of help; if not, you will be blocked)
In a modern setting you can do almost anything and add amazing amounts of detail, though this may require exhaustive research, the important thing is what tone do you want to set and what are your themes? Detective Noir, 90s action, Lovecraftian investigation, H. Rider Haggard adventure, use films and books as your inspiration, and adapt common pnp adventures into modern day ones.
Classes are easy, you simply base them on the AD&D archetypes but brought up to date, Fighter - War Veteran, Thief - Cat Burglar/Safecracker, Magic User - Scientist, Cleric is a difficult one depending on your setting, however if it has supernatural elements then an Exorcist or maybe even a Druid can really fit in well, i'd also add an investigative reporter of some kind as an almost purely conversation class. You can do the others yourself.
Races, just use the common races of Humanity, but give them statistical bonuses as tropes dictate or you want, and do some research on their cultures and peculiarities. Though you can just go with cliches, because they work, stiff arsed Brit, loudmouth Yank, practical German, fiery Italian etc. I don't know whether you wnat to include different species, creatures that cannot mate with Humans and are of a far different strain of animal, but introducing such a creature into the setting might be a good spur to adventure. The rise of a competitive species is always trouble, because of competition and the inherent dangers of that.
Minute to minute gameplay will remain the same, sneaking through abandoned warehouses or offices replaces dungeons, sewers are the same, rooftop pursuits can become exhilirating chase sequences if you have helicopters, snipers and other shit. Crap even rough neighbourhoods can play out the same as in AD&D, thugs, muggers and conmen along with more dangerous enemies. Car chases, drive by shootings, drug use forced or consensual, banging pros, picking locks, finding forensic evidence, gunfights, knife, knuckle or bat fights if you're in an area where guns are not allowed or commonly carried, hacking into security cameras and networks, placing explosives, planting evidence, picking pockets, interviewing witnesses, beating info out of a witness, consulting a snitch, etc. It's the same as in any good game of AD&D again.
Your enemies can vary depending on the campaign, mercenaries hired to get rid of any and all problems, street thugs who can't aim for shit but are high on crap, ex cops working as muscle and advice, SWAT teams, fanatical members of a secret society, terrorists etc. However the lethality of guns makes me suggest you use a fate point system like WFRP does, so your players can escape death but still be marked by it, and they only have so many lucky chances.
Bone up on guns and weapons, this is your loot as well as plain old hard cash, and don't forget the finer things in life, fast cars, apartments, high end escorts, designer drugs, nice threads, gadgets. Let the players buy and make themselves a place in the world, that does half your work for you and can spur adventures on its own.
Just design an adventure and setting the same way you would any other game, it's just in a different time period with far more source and reference material and different tools. You can still have villains, the CEO in his high rise with private security and strings around every major player is a fairly good trade off for the Wizard in his tower. The demonic slayer is now a fucked up serial killer, who you want personally. The terrorist working to assemble a dirty bomb that destroys the city is little different from a crazed zealot trying to open a gateway to the hells, you track him down and stop it before it occurs. A besieged city, shelled and ruined is little different from the same city a thousand years ago, starvation, desperation, violence, cooperation, snipers and disease becoming rampant.
I've always wanted to do an RPG based on the Shield, has so much potential.