Cergorach
The Laughing One
Mistwell said:SpyCraft has one fatal flaw - it is not SRD, and there is no license for it. To me, this makes it no better than Gurps (worse even, since it doesn't have the long history of GURPS). I want a product that has at least the potential of long term support from many sources - SpyCraft by definition cannot have that. d20M already has some of it, and will likely have a lot more if sales are decent. To me, that means ultimately d20M will win out even in the espionage genre, eventually.
Don't you mean OGL?
Spycraft Core Rules, p. 3 :
Vitality points, wounds, Defense and other rules from the Star Wars Roleplaying game and items not covered by the Open Gaming Liscence used with permission of Wizards of the Coast.
With the opening of D20 Modern we have access to Defense. Only Vitality points and wounds are left as closed content. Most of the rest of the Spycraft rules are OGL (p. 286).
I'm already looking around for some rules to cover that hole that are OGL.
As for D20Modern vs. Spycraft, i prefer Spycraft, mostly because it gives a certain feel. It's not the Spy feel perse (i feel inspired to use the rules for a cyberpunk game), it's either how they are presented or how they feel. D20Modern is so sterile, maybe a bit to generic. When i talked about D20Modern to my regular D&D3e players one of them literaly said "Sounds like D&D with guns, sorry not interested.". These guys have played Vampire and Shadowrun as well so they do know that there's more to dice than D&D and frankly i share their opinion. D20Modern is usefull because it uses familiar rules for a different type of setting, but the rules are a bit to bland and really just gives the impression of D&D with guns. But as my players said, that's not what we are looking for...