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Ultramodern Firearms.Pdf (HARLES RYAN ULTR OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright. You must update the COPYRIGHT The following text is the property of Wizards of the Coast, Inc. and is NOTICE portion of this license to include the exact text of the COPY­ Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Re­ RIGHT NOTICE of any Open Game Content You are copying. modifying served. or distributing, and You must add the title, the copyright date, and the 1. Definitions: (a)"Contributors" means the copyright and/or trade­ copyright holder's name to the COPYRIGHT NOTICE of any original Open mark owners who have contributed Open Game Content; (b)"Derivative Game Content you Distribute. Material" means copyrighted material including derivative works and 7. 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Termination: This License will terminate automat1Cally if You fail of Open Game Content. (h) "You" or "Your" means the licensee in terms to comply with all terms herein and fail to cure such breach within 30 of this agreement. days of becoming aware of the breach. All sublicenses shall survive the 2. The License: This License applies to any Open Game Content that termination of this License contains a notice Indicating that the Open Game Content may only be 14. Reformation: If any provision of this License is held to be unen­ Used under and in terms of this License. You must affix such a notice to forceable, such provision shall be reformed only to the extent necessary any Open Game Content that you Use. No terms may be added to or to make it enforceable. subtracted from this License except as described by the License itself No 15. COPYRJGHT NOTICE Open Game License v 1.0, Copyright 2000. other terms or conditions may be applied to any Open Game Content Wizards of the Coast. Inc. distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You System Reference Document, Copyright 2000. Wizards of the Coast. indicate Your acceptance of the terms of this License. Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 4. Grant and Cons1derat1on: In consideration for agreeing to use this original material by E. Gary Gygax and Dave Arneson. License, the Contributors grant You aperpetual. worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Ultramodern Firearms d20, Copyright 2002. Charles McManus Ryan. Open Game Content. 5. Representation of Authority to Contribute: If You are contributing 'd20 System' and the 'd20 System' logo are Trademarks owned by original material as Open Game Content. You represent that Your Wizards of the Coast and are used according to the terms of the d20 Contributions are Your original creation and/or You have sufficient rights System License version 1.0. A copy of this License can be found at to grant the rights conveyed by this License. www.wizards.com. ULTRAMODERN FIREARMS d2 F REWORD FOREWORD I am not an expert on guns. and that's exactly why, back in 1993. I wrote tfle original version of this book. Over the years, a number of gun books for gamers have come along. and most have found a place on my shelf and a good bit of use in my games. But in every case there have been a number of problems. Most of these books seem to devote a lot of space to interesting but obscure prototypes at the expense of much more common and useful weapons. Every single one 1s poorly organized. requiring a lot of page turning to find agiven entry. Many are burdened with overwhelm­ ing volumes of numbers, meaningless to all but the most accomplished gun enthusiast. And all are under-illustrated. or very poorly illustrated. Even those books that stick 10 photographs (and I am not just referring to game books-this is true even of "mainstream" weapons encyclopedias) are filled with dark, blurry images, often photographs of photographs of photographs. I found that a weapon I couldn't visualize rarely if ever showed up in my games. These are a few of the issues I wanted to address when I started work on Ultramodern Firearms. As the book progressed, however. I began to see other ways I could make it more useful to the typical gamer (myself included!). For instance, as I researched the various weapons. I noticed a number of features-some common, others found only on a rare few weapons-that gamers would probably like to know about. In a conventionally-organized book. the only way to get an ryyerv1ew of these features is to read and remember every entry. I know I don't want to read the descriptions of seventy different weapons just to outfit a character with the ideal sidearm. So I came up with the Features Index, a fairly comprehensive listing of the features found on every weapon covered m the book. I hated the way most gun books were so densely packed with text and numbers that everything seemed buried. so I gave the book an open, easy to digest layout. Most gun books list guns organized by country of manufacture (a system carried over from real -world gun references). but I found that listing them alphabetically made look-ups much easier. The original Ultramodern Firearmswas a supplement for the Millennium's Endgame system (no longer in print). Millennium's End had a pretty limited rnculation (especially compared to the d20 system), but Ultramodern Firearms was a breakout product, sell mg thousands more copies than any other supplement and perhaps even more than the core game book. Over the years. many people have told me how useful they've found the book. and even other game designers-developers for many well-known roleplaying game systems-have told me about the essential role Ultramodern Rrearms has filled in their reference library. As a designer at Wizards of the Coast working on the d20 Modem Rolep/aying Game, I quickly discovered that several ofthe other members of the design team had copies on their shelves-and they were using them. Aparently I wasn't the only one to find this approach to a gaming gun book useful! Updating the book and retooling it for the d20 Modern Roleplaying Game seemed like a no­ bra1ner.
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