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[SPYCRAFT 2.0] How does it play?
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<blockquote data-quote="Psion" data-source="post: 3584069" data-attributes="member: 172"><p>I've run multiple con and gameday games and am currently running a home campaign. I do think that there are some hurdles to overcome, but it's bark is worse than it's bite. Here are some observations.</p><p></p><p>Gear, though simplified from 1.0, is still a task that can consume some time if the players aren't familiar, and/or you have limited copies of the book to pass around. I recommend that if you find yourself in the situation of running a con game, you pre-do gear picks.</p><p></p><p>In my home game, though gear picks still take some time, its often an interesting group activity in which they can plan a bit of strategy.</p><p></p><p>Some players don't grok the gadget system AT ALL. You might work up some recommended gadgets (or borrow some from the LSpy adventures) to make it easier for those sorts.</p><p></p><p></p><p>I'm currently running with "omnicompetent" quality turned on, as it dispenses with passive and secret skill checks and result caps. Once the players soak up things like threats and errors, I'll probably turn that off. (Result caps don't do much for me, but I like the passive and secret check conventions.)</p><p></p><p>I'm not currently using fluid initiative and don't use it during con games in which I have mostly newbies, but plan to use it eventually in my home game. Fluid initiative doesn't work well with initiative cards, my classical method of initiative tracking; I have a magnetic initiative board that I use for spycraft instead and should make things easier once we start using fluid initiative.</p><p></p><p>Those are the biggies I try to work around. There are, of course, lots of options that really don't amount to much if you never use them. I try to throw those in wherever I think it appropriate or interesting. In addition to chases, I've had hacking, interrogation and seduction dramatic conflicts. I have yet to use stress damage in my home game, but next session, I plan to throw in a few stress inducing events, such as a villain with the <em>Glint of Madness</em> feat and a villain that uses the <em>stand off</em> action.</p></blockquote><p></p>
[QUOTE="Psion, post: 3584069, member: 172"] I've run multiple con and gameday games and am currently running a home campaign. I do think that there are some hurdles to overcome, but it's bark is worse than it's bite. Here are some observations. Gear, though simplified from 1.0, is still a task that can consume some time if the players aren't familiar, and/or you have limited copies of the book to pass around. I recommend that if you find yourself in the situation of running a con game, you pre-do gear picks. In my home game, though gear picks still take some time, its often an interesting group activity in which they can plan a bit of strategy. Some players don't grok the gadget system AT ALL. You might work up some recommended gadgets (or borrow some from the LSpy adventures) to make it easier for those sorts. I'm currently running with "omnicompetent" quality turned on, as it dispenses with passive and secret skill checks and result caps. Once the players soak up things like threats and errors, I'll probably turn that off. (Result caps don't do much for me, but I like the passive and secret check conventions.) I'm not currently using fluid initiative and don't use it during con games in which I have mostly newbies, but plan to use it eventually in my home game. Fluid initiative doesn't work well with initiative cards, my classical method of initiative tracking; I have a magnetic initiative board that I use for spycraft instead and should make things easier once we start using fluid initiative. Those are the biggies I try to work around. There are, of course, lots of options that really don't amount to much if you never use them. I try to throw those in wherever I think it appropriate or interesting. In addition to chases, I've had hacking, interrogation and seduction dramatic conflicts. I have yet to use stress damage in my home game, but next session, I plan to throw in a few stress inducing events, such as a villain with the [i]Glint of Madness[/i] feat and a villain that uses the [i]stand off[/i] action. [/QUOTE]
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