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D20 Modern vs. Spycraft: Tell me which one you like better
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<blockquote data-quote="AscentStudios" data-source="post: 2976187" data-attributes="member: 11548"><p>Here's the crux of my argument (aside from the fact I think a part of the issue is the game is called "Spycraft," which in a sense damns it to the 'superspy game' label): Looking just at the parts of the game...no labels, just <em>parts</em>...I don't see 2.0 as any more 'superspy' than d20M is 'magical.' Sure, Spycraft has gadget rules and "mastermind" and "henchman" as game terms. But when Modern has a chapter on modern day magic items and all its mini settings - one on killing monsters (Shadowchasers), one on being psychic (Agents of Psi), one on DnD critters in the modern day (Urban Arcana), etc. - involve magic/powers beyond human ability, that seems to paint d20M as a game where magic is just as much a part of the 'core setting' of Modern as spies are to Spycraft. IIRC, one of the WotC bigwigs (brain fart: can't remember his name, but I think it was the guy who pushed forward the OGL in the first place) said the core assumption of WotC was that magic is why people gamed in the first place, so that makes sense. </p><p></p><p>Modern has been brought away from magic a bit, now - due nearly entirely to the work of third party publishers' work and 4 years' development time - but that's all after the fact. Spycraft 2.0 has not had the time to develop in that way yet, thanks to the shake ups on the AEG > Crafty transfer and so on. So I think simply saying Spycraft "can't do multigenre like Modern" is less accurate a statement than "it ISN'T as multigenre as Modern...yet." </p><p></p><p></p><p></p><p>I don't think these "assumptions" are not so much genre tropes as they are either observed behaviors or specific rules to govern situtations which players may encounter, which Modern does not address. I'm pretty sure in a real-life d20 land, the Modern character would use a shotgun the same way as the Spycraft character would, no matter the genre - it's just that Spycraft the game codifies and governs certain effects at a different level of detail than Modern does. </p><p></p><p></p><p></p><p>OK. Well all I can say to that is that campaign qualities and the like are core to the game and very specifically designed into the game to make it multigenre, not "afterthoughts." That said, I respect your opinion, and so agree to disagree <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>EDIT: </strong> Insight, my apologies for dragging the thread into a debate over Spycraft itself. I'll knock it off. </p><p></p><p>Spycraft will continue to receive continuous support from the Crafty Games team - now that we're at the point where we can actually start putting out product <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> - as well as Powered by Spycraft publishers, who have submitted a number of interesting and downright exciting proposals for products. As for converting old material - much of that material has been distilled down into a hearty broth and put into the 2.0 core book itself! </p><p></p><p>As for espionage-specific reference material - mastermind Patrick Kapera has composed an absolutely boxorz-roXorzing Tradecraft chapter in the upcoming World on Fire supplement (print and PDF) which will fill in all the missing spy-specific stuff into a big steaming pile of spysy goodness. Relevant older material which did not make it in will doubtless be appearing in supplements as the need/demand arises. So fret not about support - we've got a lot more to say about this game yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="AscentStudios, post: 2976187, member: 11548"] Here's the crux of my argument (aside from the fact I think a part of the issue is the game is called "Spycraft," which in a sense damns it to the 'superspy game' label): Looking just at the parts of the game...no labels, just [I]parts[/I]...I don't see 2.0 as any more 'superspy' than d20M is 'magical.' Sure, Spycraft has gadget rules and "mastermind" and "henchman" as game terms. But when Modern has a chapter on modern day magic items and all its mini settings - one on killing monsters (Shadowchasers), one on being psychic (Agents of Psi), one on DnD critters in the modern day (Urban Arcana), etc. - involve magic/powers beyond human ability, that seems to paint d20M as a game where magic is just as much a part of the 'core setting' of Modern as spies are to Spycraft. IIRC, one of the WotC bigwigs (brain fart: can't remember his name, but I think it was the guy who pushed forward the OGL in the first place) said the core assumption of WotC was that magic is why people gamed in the first place, so that makes sense. Modern has been brought away from magic a bit, now - due nearly entirely to the work of third party publishers' work and 4 years' development time - but that's all after the fact. Spycraft 2.0 has not had the time to develop in that way yet, thanks to the shake ups on the AEG > Crafty transfer and so on. So I think simply saying Spycraft "can't do multigenre like Modern" is less accurate a statement than "it ISN'T as multigenre as Modern...yet." I don't think these "assumptions" are not so much genre tropes as they are either observed behaviors or specific rules to govern situtations which players may encounter, which Modern does not address. I'm pretty sure in a real-life d20 land, the Modern character would use a shotgun the same way as the Spycraft character would, no matter the genre - it's just that Spycraft the game codifies and governs certain effects at a different level of detail than Modern does. OK. Well all I can say to that is that campaign qualities and the like are core to the game and very specifically designed into the game to make it multigenre, not "afterthoughts." That said, I respect your opinion, and so agree to disagree :) [B]EDIT: [/B] Insight, my apologies for dragging the thread into a debate over Spycraft itself. I'll knock it off. Spycraft will continue to receive continuous support from the Crafty Games team - now that we're at the point where we can actually start putting out product ;) - as well as Powered by Spycraft publishers, who have submitted a number of interesting and downright exciting proposals for products. As for converting old material - much of that material has been distilled down into a hearty broth and put into the 2.0 core book itself! As for espionage-specific reference material - mastermind Patrick Kapera has composed an absolutely boxorz-roXorzing Tradecraft chapter in the upcoming World on Fire supplement (print and PDF) which will fill in all the missing spy-specific stuff into a big steaming pile of spysy goodness. Relevant older material which did not make it in will doubtless be appearing in supplements as the need/demand arises. So fret not about support - we've got a lot more to say about this game yet :cool: [/QUOTE]
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