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D20 Modern Vs. Spycraft
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<blockquote data-quote="Apok" data-source="post: 700944" data-attributes="member: 1969"><p>To all those who think Spycraft is simply a spy genre game and nothing else;</p><p></p><p>You are deluding yourselves!</p><p></p><p>While it's certainly not as generic as d20 Modern, it can be adapted to other modern or even futuristic genres of play. As an example, I'm planning on running a Spycraft game where the players are criminals ala Ocean's 11 or GTA3. You could also do a great Ronin-style campaign with the players as ex-intelligence/military operatives. Throw in some d20 CoC and you've got a neat Delta Green variant going on. Throw in cybernetics and advance the timeline a few hundred years and you could pull off cyberpunk. If you really wanted to, you could even transport one of the countless magic systems from the various d20 books out there and intermix that in the game. The fact that it is d20 means that it's compatible with a slew of material out there. Dragonstar, CoC, Arsenal, Oathbound, Four Colour to Fantasy, etc. All it takes is a little bit of work and some imagination and *poof!* you've got a whole new ballgame. The system is far more flexible than you would think, so don't limit Spycraft to just the superspy genre, though I'll admit that's what it does best. </p><p></p><p>Now, I know what you're thinking; why go through all the trouble of fiddling with some of the aspects of Spycraft (notably budget/gadget points v. money) when you can just use d20 Modern with it's more generic ruleset? </p><p></p><p>Because, like Roland mentioned, Spycraft just oozes style and coolness, while d20 Modern is pretty vanilla and a tad dry. I get exited every time I crack open a Spycraft book and think "Wow! Check out all this cool stuff! So many neat ideas..." On the other hand, I'll crack open a d20 Modern book and think "Meh. It's D&D in the modern era. Nothing in here I haven't seen before."</p><p></p><p>So, I prefer Spycraft because it can do anything d20 Modern can do (though it may require a tad more work) and it's got the "wow" factor going for it. Besides, I like the VP/WP system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Apok, post: 700944, member: 1969"] To all those who think Spycraft is simply a spy genre game and nothing else; You are deluding yourselves! While it's certainly not as generic as d20 Modern, it can be adapted to other modern or even futuristic genres of play. As an example, I'm planning on running a Spycraft game where the players are criminals ala Ocean's 11 or GTA3. You could also do a great Ronin-style campaign with the players as ex-intelligence/military operatives. Throw in some d20 CoC and you've got a neat Delta Green variant going on. Throw in cybernetics and advance the timeline a few hundred years and you could pull off cyberpunk. If you really wanted to, you could even transport one of the countless magic systems from the various d20 books out there and intermix that in the game. The fact that it is d20 means that it's compatible with a slew of material out there. Dragonstar, CoC, Arsenal, Oathbound, Four Colour to Fantasy, etc. All it takes is a little bit of work and some imagination and *poof!* you've got a whole new ballgame. The system is far more flexible than you would think, so don't limit Spycraft to just the superspy genre, though I'll admit that's what it does best. Now, I know what you're thinking; why go through all the trouble of fiddling with some of the aspects of Spycraft (notably budget/gadget points v. money) when you can just use d20 Modern with it's more generic ruleset? Because, like Roland mentioned, Spycraft just oozes style and coolness, while d20 Modern is pretty vanilla and a tad dry. I get exited every time I crack open a Spycraft book and think "Wow! Check out all this cool stuff! So many neat ideas..." On the other hand, I'll crack open a d20 Modern book and think "Meh. It's D&D in the modern era. Nothing in here I haven't seen before." So, I prefer Spycraft because it can do anything d20 Modern can do (though it may require a tad more work) and it's got the "wow" factor going for it. Besides, I like the VP/WP system. :D [/QUOTE]
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