(Psi)SeveredHead
Adventurer
I don't think either is better than the other. I prefer Modern, though. I've picked up some Spycraft rules and used in my Modern campaign - vehicle rules were "stolen" in their entirety.
arscott said:I've played in a three month long Stargate (Powered by Spycraft 1.0) game, and ran a d20 modern game for about six months.
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I'm a bit more impressed with the Modern's firearms and armor rules as well.
I think this is a pretty good guideline.Psion said:So you might say I am sold on Spycraft 2.0. But I try to recognize what d20 modern is good at, and it has its place. I would use d20 modern if:
- I wanted to run a game with heavy supernatural elements, as the presence of FX seems to be implicit in many d20 modern products. Or
- The campaign I was looking to run was particularly well supported by a certain d20 modern supplement or group of supplements. Or
- I want to run a campaign where all players are the same profession (like the deep sea mining crew in the Abyss) or lack a profession (i.e., a high school setting.) In these sorts of game, the non-professional d20 modern base classes shine. Elsewise, I find their distinctions less useful to me.
Insight said:After the above, and reading both the AEG and Craft Games sites, I am inclined to give Spycraft a try. One thing that hasn't been mentioned much in the posts is that AEG and Crafty have come up with what look like pretty cool Spycraft supplements. Not just random samplings, either - things I would actually use.