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D20 Modern vs. Spycraft: Tell me which one you like better
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<blockquote data-quote="Henry" data-source="post: 2981343" data-attributes="member: 158"><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite5" alt=":confused:" title="Confused :confused:" loading="lazy" data-shortname=":confused:" /> I did. All of what I mentioned is there in full color in the first 4 chapters, from the cool feat names to the spy-supporting classes, to the "equipment by mission" system, and the art was almost completely lifted from the CCG card game. Not saying it didn't look beautiful -- I'm saying it came from a card-game about super-spies, and it showed.</p><p></p><p></p><p></p><p>One element, by itself, does not make a genre; It's ALL of these elements, put together, that screams "super-spy genre." Take that book's first 8 or 9 chapters, by itself, and hand it to a gamer whose never heard of "Spycraft", and I'd be hard pressed to believe he wouldn't come away from it thinking either "Top Secret" or "James Bond".</p><p></p><p>Oh, and "Hackers" WAS an espionage yarn, without the spies -- it was a hacker's fantasy of what they WISH hacking and cracking was really like. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Absolutely in agreement; but that doesn't mean the basic ruleset doesn't have the look at feel of "high-cinematic spies". You'd have to use several campaign qualities to run "The Human Factor" as opposed to "Thunderball," which you could run with nary a change to the core rules. If you don't see the strong "high-cinema spies" overtones to 80% of the book, then we just have to disagree; I'm not saying it shouldn't be there, I'm saying it's plain as day.</p></blockquote><p></p>
[QUOTE="Henry, post: 2981343, member: 158"] :confused: I did. All of what I mentioned is there in full color in the first 4 chapters, from the cool feat names to the spy-supporting classes, to the "equipment by mission" system, and the art was almost completely lifted from the CCG card game. Not saying it didn't look beautiful -- I'm saying it came from a card-game about super-spies, and it showed. One element, by itself, does not make a genre; It's ALL of these elements, put together, that screams "super-spy genre." Take that book's first 8 or 9 chapters, by itself, and hand it to a gamer whose never heard of "Spycraft", and I'd be hard pressed to believe he wouldn't come away from it thinking either "Top Secret" or "James Bond". Oh, and "Hackers" WAS an espionage yarn, without the spies -- it was a hacker's fantasy of what they WISH hacking and cracking was really like. :) Absolutely in agreement; but that doesn't mean the basic ruleset doesn't have the look at feel of "high-cinematic spies". You'd have to use several campaign qualities to run "The Human Factor" as opposed to "Thunderball," which you could run with nary a change to the core rules. If you don't see the strong "high-cinema spies" overtones to 80% of the book, then we just have to disagree; I'm not saying it shouldn't be there, I'm saying it's plain as day. [/QUOTE]
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