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Agents of the Nexus - Planescape/Spycraft
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<blockquote data-quote="drunkadelic" data-source="post: 287086" data-attributes="member: 4020"><p>Glad to see ya, Enkhidu!</p><p></p><p>Wow, it makes me so happy to think that people are going to gank my idea. By all means, gank away!</p><p></p><p>It might be of note to say what I use from Spycraft and what I use from D&D for all (if any) who will want to gank this at some point. </p><p></p><p>My initial want was to do this before Spycraft came out, but then while I was forming ideas, it up and came out so I figured not to strain my brain too hard, AEG is a great company and I should rely on them to do the work. </p><p></p><p>However, a better way of describing the campaign that you have read so far might be "D&D with a Spycraft Flavor." </p><p></p><p>But don't fret, we have used a lot of Spycraft elements. </p><p></p><p>The characters are straight D&D. This is a fantasy game first of all, and characters like wheelman aren't going to fit in so well.</p><p></p><p>I'm toying with the idea of using action dice in the game. I've been a fan of this idea in another incarnation (AEG's L5R Void Points) since that game first hit the tables. I want to make that a part of my campaign but to a much less degree than Spycraft does. What I really like about it is that often I have seen in campaign's like Wulf's and PCat's that the players often times have some "ace up their sleeve" that we as DM's forget about when we try to plan out something particularly nasty. For instance, PCat put a 10th level Divine Agent in a bare-fisted brawl with a hulking brute for ownership of the Agent's stolen belt of giant strength. What PCat forgot was that the Agent had DR, and could just yawn all day while the brute hammered away at her. Action dice let the DM foil little snafus in planning like this at the option of giving their players an action die or two to use later. Players get a lucky crit and kill your major villain? Wait a second, give them an action die to use later and say the villain in fact, didn't die...that was merely a clone, hologram, whatever.</p><p></p><p>Also, a prominent item in my game due to Smith, the assassin, is the aiming feature. Aiming in Spycraft gives the character a +1 competency bonus to hit. Sometimes it can make all the difference. IIRC, it's a partial action to aim.</p><p></p><p>In the next session or so I'm going to implement the world-renowned "Awesome Cool Spycraft Chase Rules." Which will prove for an interesting game. </p><p></p><p>Also, it isn't very evident yet in the story hour, but the agents have a R&D team (Nizbah and Angrimm) working for them to make "Gadgets" like in Spycraft. I'm getting ready to unveil their first reward "Gadget" to them as a bonus for finishing this last mission. </p><p></p><p>All in all, I've found that not only has this been the most fun campaign I have even run, it's also so nice to be able to combine 2 systems almost seamlessly. </p><p></p><p>Perhaps the biggest draw, for me and for my players, is that I try to make each gaming night a self-contained mission, with a definite beginning and closure at the end. While this won't always be the case, (as we get deeper and deeper into the plot) it serves to give everyone a change from the normal, "and then you see some gnolls, and that's where we end."</p><p></p><p>So before I become a rambling idiot, I hope your group enjoys this as much as I have and will continue. There have been some very tense moments of white-knuckle gaming when the whole fate of our missions has rested on a single die roll. </p><p></p><p>And that's what I love.</p></blockquote><p></p>
[QUOTE="drunkadelic, post: 287086, member: 4020"] Glad to see ya, Enkhidu! Wow, it makes me so happy to think that people are going to gank my idea. By all means, gank away! It might be of note to say what I use from Spycraft and what I use from D&D for all (if any) who will want to gank this at some point. My initial want was to do this before Spycraft came out, but then while I was forming ideas, it up and came out so I figured not to strain my brain too hard, AEG is a great company and I should rely on them to do the work. However, a better way of describing the campaign that you have read so far might be "D&D with a Spycraft Flavor." But don't fret, we have used a lot of Spycraft elements. The characters are straight D&D. This is a fantasy game first of all, and characters like wheelman aren't going to fit in so well. I'm toying with the idea of using action dice in the game. I've been a fan of this idea in another incarnation (AEG's L5R Void Points) since that game first hit the tables. I want to make that a part of my campaign but to a much less degree than Spycraft does. What I really like about it is that often I have seen in campaign's like Wulf's and PCat's that the players often times have some "ace up their sleeve" that we as DM's forget about when we try to plan out something particularly nasty. For instance, PCat put a 10th level Divine Agent in a bare-fisted brawl with a hulking brute for ownership of the Agent's stolen belt of giant strength. What PCat forgot was that the Agent had DR, and could just yawn all day while the brute hammered away at her. Action dice let the DM foil little snafus in planning like this at the option of giving their players an action die or two to use later. Players get a lucky crit and kill your major villain? Wait a second, give them an action die to use later and say the villain in fact, didn't die...that was merely a clone, hologram, whatever. Also, a prominent item in my game due to Smith, the assassin, is the aiming feature. Aiming in Spycraft gives the character a +1 competency bonus to hit. Sometimes it can make all the difference. IIRC, it's a partial action to aim. In the next session or so I'm going to implement the world-renowned "Awesome Cool Spycraft Chase Rules." Which will prove for an interesting game. Also, it isn't very evident yet in the story hour, but the agents have a R&D team (Nizbah and Angrimm) working for them to make "Gadgets" like in Spycraft. I'm getting ready to unveil their first reward "Gadget" to them as a bonus for finishing this last mission. All in all, I've found that not only has this been the most fun campaign I have even run, it's also so nice to be able to combine 2 systems almost seamlessly. Perhaps the biggest draw, for me and for my players, is that I try to make each gaming night a self-contained mission, with a definite beginning and closure at the end. While this won't always be the case, (as we get deeper and deeper into the plot) it serves to give everyone a change from the normal, "and then you see some gnolls, and that's where we end." So before I become a rambling idiot, I hope your group enjoys this as much as I have and will continue. There have been some very tense moments of white-knuckle gaming when the whole fate of our missions has rested on a single die roll. And that's what I love. [/QUOTE]
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