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[SPYCRAFT 2.0] How does it play?
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<blockquote data-quote="Victim" data-source="post: 3584521" data-attributes="member: 78"><p>Our group found the gear system slow too. Trying to come up with a plan and the gear to support it can be a big hassle which requires flipping back and forth from the gear to charts to the detailed descriptions. I would definitely go for pretty much all preassigned mission gear.</p><p></p><p>Dramatic Conflicts seemed like a mixed blessing. They probably can make things too much an exercise in die rolling without good descriptions - and some of the mechanics don't seem to match all that well with descriptions, so a more fluid style seems good. Also, sometimes the modifier/result mix tends to favor certain actions strongly, so the conflict can sometimes result in both sides spamming their ideal strategy. Also, the conflict rules don't really seem to involve the whole group, which is part, I think, of what generally makes combat centric games successful: it's easy for everyone to participate, especially if the system spreads around combat ability. If there's Dramatic Conflict X going on, each side can generally pick only 1 strategy. So most of the players aren't really invovled in the conflict.</p><p></p><p>Some conflicts, such as chases, can also easily be seconded to combat. A chase can just be a firefight in a moving box (and with 1 PC needing to drive): destroy the other vehicles or kill their personel and you win. Sometimes it will actually be better to lose or forfeit the chase and just fight conventionally.</p></blockquote><p></p>
[QUOTE="Victim, post: 3584521, member: 78"] Our group found the gear system slow too. Trying to come up with a plan and the gear to support it can be a big hassle which requires flipping back and forth from the gear to charts to the detailed descriptions. I would definitely go for pretty much all preassigned mission gear. Dramatic Conflicts seemed like a mixed blessing. They probably can make things too much an exercise in die rolling without good descriptions - and some of the mechanics don't seem to match all that well with descriptions, so a more fluid style seems good. Also, sometimes the modifier/result mix tends to favor certain actions strongly, so the conflict can sometimes result in both sides spamming their ideal strategy. Also, the conflict rules don't really seem to involve the whole group, which is part, I think, of what generally makes combat centric games successful: it's easy for everyone to participate, especially if the system spreads around combat ability. If there's Dramatic Conflict X going on, each side can generally pick only 1 strategy. So most of the players aren't really invovled in the conflict. Some conflicts, such as chases, can also easily be seconded to combat. A chase can just be a firefight in a moving box (and with 1 PC needing to drive): destroy the other vehicles or kill their personel and you win. Sometimes it will actually be better to lose or forfeit the chase and just fight conventionally. [/QUOTE]
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