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Any tips for 1st-time Spycraft GM?
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<blockquote data-quote="beldar1215" data-source="post: 1815010" data-attributes="member: 925"><p>Spycraft rocks! Here are a few things I learned when I ran.</p><p>1. Make sure you understand the chase rules. They can be a bit confusing. </p><p>2. Give out action dice, so you do run out. The group I played with used all their action dice every session.</p><p>3. Give bonuses for combat when players and NPC's are close to each other. I didn't do this when I ran the first time. I had a Player and an NPC fire guns at each other from less than 10ft and because of bad dice rolls, we both kept missing. This made the Player very mad. I think that a small bonus, say +2 to +4, would make that situation better.</p><p></p><p>I hope these help. I'm getting ready to run Spycraft for a group of young people, 9-15 years old. It should be very interesting.</p></blockquote><p></p>
[QUOTE="beldar1215, post: 1815010, member: 925"] Spycraft rocks! Here are a few things I learned when I ran. 1. Make sure you understand the chase rules. They can be a bit confusing. 2. Give out action dice, so you do run out. The group I played with used all their action dice every session. 3. Give bonuses for combat when players and NPC's are close to each other. I didn't do this when I ran the first time. I had a Player and an NPC fire guns at each other from less than 10ft and because of bad dice rolls, we both kept missing. This made the Player very mad. I think that a small bonus, say +2 to +4, would make that situation better. I hope these help. I'm getting ready to run Spycraft for a group of young people, 9-15 years old. It should be very interesting. [/QUOTE]
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Any tips for 1st-time Spycraft GM?
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