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<blockquote data-quote="Macbeth" data-source="post: 1140941" data-attributes="member: 11259"><p>I'd be glad to have you play, Bro Shatterstone, so let me give you a little summary of some of the differences:</p><p></p><p><strong>"Races"</strong></p><p>Spycraft does have the equivalent of races, in the form of the department a spy character comes from. Fo the purposes of this game, the "department" is simply a characters background.</p><p></p><p><strong>Classes</strong></p><p>Instead of the ultra-generic d20 classes, spycraft has specialized classes, as detailed above. The good thing about this is that for any spy type game the classes work fine, but the further you get from the spy vs spy style game, the harder it is to fit. the classes do work well in most games, but they are also slightly espionage specific.</p><p></p><p><strong>Gadgets</strong></p><p>Spycraft has a great system for modern, high tech gadgets, that cover espionage regulars like the laser wristwatch to some pretty unusual stuff.</p><p></p><p><strong>Budget Points/Gadget points</strong></p><p>based on class and charisma, and the nature of the mission, spycraft characters recieve points to buy equipment instead of money or a wealth bonus. This part of the system is not particularly better then d20 modern, but just about equal.</p><p></p><p><strong>Feats</strong></p><p>Spycraft has some of the coolest feats (and class abilities) ever, incudinng "style" feats that just stand out as really..well...stylish. the feats add alot to the game, and llow feats to really shine as a way of customizing a character. There are tons of great efat tress that help distinguish a character.</p><p></p><p><strong>The Chase System</strong></p><p>even in an open ended game, I'm going to try to find an excuse to implement the chase system. The chase system basically recreates a chase on a abstract level, making it feel llike a movie chase, instead of d20's tactical system,, which makes driving into a chore.</p><p></p><p><strong>DM Advice</strong></p><p>Not of particular use to a player, the Dm section of the Spycraft book is be far the best "this is how to run a game" section ever. After reading this section I had more ideas then I knew what to do with. This section is worth reading for any DM running an espionage game, and good advice on running the game rounds out the great game system.</p><p></p><p>Hmm. thats all I canthink of off the top of my head, if anybody else has anything to contribute feel free to add to my overview.</p><p>All in all, i can't recommend this book enough, but even if you still don't feel like buying it, i can handle the character creation for you. </p><p>As for when I'd like to get started... lets say about a week and a half or so, give or take a couple of days. At the very least, I'd like to get strated by two weeks from this Saturday. If the game is slow to fill or people need more time i will gladly extend my timeline, but about a week and a half is my goal.</p><p></p><p>Edit: Logic is not one of my strong points after only about 4 hours sleep. A week and a half is longer then a week from Saturday.</p></blockquote><p></p>
[QUOTE="Macbeth, post: 1140941, member: 11259"] I'd be glad to have you play, Bro Shatterstone, so let me give you a little summary of some of the differences: [B]"Races"[/B] Spycraft does have the equivalent of races, in the form of the department a spy character comes from. Fo the purposes of this game, the "department" is simply a characters background. [B]Classes[/B] Instead of the ultra-generic d20 classes, spycraft has specialized classes, as detailed above. The good thing about this is that for any spy type game the classes work fine, but the further you get from the spy vs spy style game, the harder it is to fit. the classes do work well in most games, but they are also slightly espionage specific. [B]Gadgets[/B] Spycraft has a great system for modern, high tech gadgets, that cover espionage regulars like the laser wristwatch to some pretty unusual stuff. [B]Budget Points/Gadget points[/B] based on class and charisma, and the nature of the mission, spycraft characters recieve points to buy equipment instead of money or a wealth bonus. This part of the system is not particularly better then d20 modern, but just about equal. [B]Feats[/B] Spycraft has some of the coolest feats (and class abilities) ever, incudinng "style" feats that just stand out as really..well...stylish. the feats add alot to the game, and llow feats to really shine as a way of customizing a character. There are tons of great efat tress that help distinguish a character. [B]The Chase System[/B] even in an open ended game, I'm going to try to find an excuse to implement the chase system. The chase system basically recreates a chase on a abstract level, making it feel llike a movie chase, instead of d20's tactical system,, which makes driving into a chore. [B]DM Advice[/B] Not of particular use to a player, the Dm section of the Spycraft book is be far the best "this is how to run a game" section ever. After reading this section I had more ideas then I knew what to do with. This section is worth reading for any DM running an espionage game, and good advice on running the game rounds out the great game system. Hmm. thats all I canthink of off the top of my head, if anybody else has anything to contribute feel free to add to my overview. All in all, i can't recommend this book enough, but even if you still don't feel like buying it, i can handle the character creation for you. As for when I'd like to get started... lets say about a week and a half or so, give or take a couple of days. At the very least, I'd like to get strated by two weeks from this Saturday. If the game is slow to fill or people need more time i will gladly extend my timeline, but about a week and a half is my goal. Edit: Logic is not one of my strong points after only about 4 hours sleep. A week and a half is longer then a week from Saturday. [/QUOTE]
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