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[SPYCRAFT 2.0] How does it play?
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<blockquote data-quote="Gundark" data-source="post: 3587309" data-attributes="member: 6148"><p>I am quite fond of the spycraft 2.0 system. I have been thinking of using the back to basics character options for a world war 2 era game I'm cooking up. </p><p></p><p>Gear can be overwhelming at the start. What we did as a group might break the bounds of reality but it made the game far faster and smoother. As the GC I would give a list of gear that they had for the mission, these are items that I figured would be helpful for the current mission. The party might get a few things before hand but we would pay for the gear as we went. For example " wow we need a bug sweeper for this", the group would spend the appropriate gear pick and "pull one out of his backpack". </p><p></p><p>I know the above seems to be unrealistic, however my group would spend a considerable amount of time "shopping" and may not even get around to using the gear item. This way we kept the game running smoothly.</p><p></p><p>Dramatic conflicts work quite well IMHO. They can be as descriptive as you want, or you can keep them to a few rolls. It boils down to playstyle. </p><p></p><p>If I had to critique the game, it would be aimed at the skill system. IMHO the skills could be streamlined more. I think the star wars saga ruls got it right. SC 2.0 seems to have some overlap in the skills.</p></blockquote><p></p>
[QUOTE="Gundark, post: 3587309, member: 6148"] I am quite fond of the spycraft 2.0 system. I have been thinking of using the back to basics character options for a world war 2 era game I'm cooking up. Gear can be overwhelming at the start. What we did as a group might break the bounds of reality but it made the game far faster and smoother. As the GC I would give a list of gear that they had for the mission, these are items that I figured would be helpful for the current mission. The party might get a few things before hand but we would pay for the gear as we went. For example " wow we need a bug sweeper for this", the group would spend the appropriate gear pick and "pull one out of his backpack". I know the above seems to be unrealistic, however my group would spend a considerable amount of time "shopping" and may not even get around to using the gear item. This way we kept the game running smoothly. Dramatic conflicts work quite well IMHO. They can be as descriptive as you want, or you can keep them to a few rolls. It boils down to playstyle. If I had to critique the game, it would be aimed at the skill system. IMHO the skills could be streamlined more. I think the star wars saga ruls got it right. SC 2.0 seems to have some overlap in the skills. [/QUOTE]
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[SPYCRAFT 2.0] How does it play?
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