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The Mechanics are hard at work in the shop, toiling away to bring you these creations. Release dates are estimates: We're a small company, we're trying to stay flexible, and we'd rather have a really good product than an on-time product if we have to choose between those two options. Watch this page for updates to release estimates.

2003 Product List

First Quarter 2004
Second Quarter 2004
Third Quarter 2004
Fourth Quarter 2004

2005 Product List
2006 Product List

First Quarter 2004

Martial Arts Mayhem (Print)

Martial Arts Mayhem is a 64-page modern martial arts supplement for the d20 System, written by Rich Redman--martial artist and co-designer of the original d20 Modern Roleplaying Game from Wizards of the Coast, Inc. In addition to new feats and new martial weapons, the book expands on the d20 System's martial arts feats with two new concepts: martial arts schools and secret techniques. All together, these new rules let players and Gamemasters create martial arts master of any style, from traditional kung fu and ninjutsu to Zen archery and French savate. With these rules, you can even create boxers and flamboyant pro wrestlers! Requires the use of the d20 Modern Roleplaying Game published by Wizards of the Coast, Inc. Released January 2004.


Modern Magic, Volume One (PDF)
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Modern Magic, Volume One (PDF)

This modern d20 System supplement brings magic and spellcasting into the 21st century. Today's mages, witches, and conjurers bring magic to the cutting edge, and corporations, researchers, and the military are using magic to give them an edge over their competitors. Modern Magic, Volume One includes new spells and items crafted with a modern perspective, expanded rules for ritual magic, new classes for spellcasting heroes, and new feats to help spellcasters refine their powers. Modern Magic, Volume One brings a fresh, contemporary feel to the magic and spellcasting in your modern d20 System game. Requires the use of the d20 Modern Roleplaying Game published by Wizards of the Coast, Inc. Released January 2004.


Thieves' Quarter: A City Quarters Sourcebook (PDF)
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Thieves' Quarter: A City Quarters Sourcebook (PDF)

Welcome to the Old Quarter, known by most everyone as the "Thieves' Quarter." Watch your purse, watch your back, and watch your friends, because no one here can ever be entirely trusted.

Thieves' Quarter: A City Quarters Sourcebook is a complete Thieves' Quarter for use in any urban fantasy setting. Every aspect of the city is created with the larger city setting in mind, but designed so that GMs can pick and choose which elements to include in their own campaigns. By JD Wiker and Christopher West with cartography by Christopher West. Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. February 2004.


Second Quarter 2004

Modern Magic, Volume Two (PDF)
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Modern Magic, Volume Two (PDF)

This modern d20 System supplement picks up where best selling Modern Magic, Volume One left off—-bringing magic and spellcasting into the 21st century. A spellcaster's creativity is the only limit when centuries old traditions meet cutting edge technology. Modern Magic, Volume Two includes more new magic spells and items as well as rules for Voudon spellcasting, the Loa, and ritual possessions as well as new rules covering forensic investigations of magical crimes and new ways for nonspellcasters to protect themselves from magical attacks. Requires the use of the d20 Modern Roleplaying Game published by Wizards of the Coast, Inc. Released May 2004.


Modern Magic (Print)

Compiling all the information from the Modern Magic, Volume One and Volume Two PDFs, Modern Magic explores magic in the 21st century. Modern Magic includes new spells and items crafted with a modern perspective, as well as rules for modern magical practices and traditions. Inside, you'll find expanded rules for ritual magic, magic use in the military, and Voudon spellcasting, the Loa, and ritual possessions, along with new rules covering forensic investigations of magical crimes and new ways for nonspellcasters to protect themselves from magical attacks. Modern Magic brings a fresh, contemporary feel to the magic and spellcasting in your modern d20 System game. Requires the use of the d20 Modern Roleplaying Game published by Wizards of the Coast, Inc. June 2004.


Third Quarter 2004

Artifacts of the Ages: Rings (PDF)
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Artifacts of the Ages: Rings (PDF)

Some of the most well-known and powerful artifacts of fantasy are not weapons, but adornments. The artifacts of legend and lore often take the form of a simple band of metal, or the crown of a line of kings. Artifacts of the Ages: Rings contains more than 25 ancient artifacts that grow in power as their wielders do, rules for their use, and rich story ideas that will help you introduce the items into your own fantasy d20 System campaign. Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released August 2004.


Fourth Quarter 2004

Artifacts of the Ages: Rings (Print)

Some of the most well-known and powerful artifacts of fantasy are not weapons, but adornments. The artifacts of legend and lore often take the form of a simple band of metal, or the crown of a line of kings. Artifacts of the Ages: Rings contains more than 25 ancient artifacts that grow in power as their wielders do, rules for their use, and rich story ideas that will help you introduce the items into your own fantasy d20 System campaign. Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released October 2004.


Artifacts of the Ages: Legendary Weapons (PDF)
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Artifacts of the Ages: Legendary Weapons (PDF)

This sourcebook works with the legendary weapon rules found in Swords of Our Fathers (PDF) or Staves of Ascendance (PDF) from The Game Mechanics, Artifacts of the Ages: Swords and Staves (print) from The Game Mechanics and Green Ronin Publishing, or Unearthed Arcana from Wizards of the Coast. It contains a new selection of legendary weapons contributed by industry luminaries and friends of the Mechanics, plus some new optional rules for weapon scions. Each weapon comes with a rich history, ten levels of developing powers, and plot hooks to help GMs introduce legendary weapons into fantasy campaigns. Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released October 2004.


Slave Drivers
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Slave Drivers (A Modern Adventure--PDF)

Slave Drivers is the first installment in a series of adventures for modern d20 System campaigns. The plot will include rules found in the Urban Arcana Campaign Setting, but will come with thorough guidelines for other campaign options, including a no-FX option. Requires the use of the d20 Modern Roleplaying Game and the Urban Arcana Campaign Setting published by Wizards of the Coast, Inc. Released November 2004.


Initiative Cards: Monster Set 1 (PDF)
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Initiative Cards: Monster Set 1 (PDF)

Keeping track of initiative in games using the d20 System can get complicated. Every GM has a method that he or she favors, but which sometimes lacks in versatility or utility. Initiative Cards provides GMs both with an easy way to keep track of initiative, and a handy reference for all the sorts of information a GM sometimes needs during a game session. Initiative Cards do not replace monster sourcebooks, but they contain all the information needed to track and speed combat.Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released December 2004.


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'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
The Urban Arcana logo and the d20 Modern logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. Used with permission. All rights reserved.