Spycraft 2.0 is awesome!

Byrons_Ghost said:
Quick question- I've seen some references to the HP with Damage Save hybrid, how does it work differently from what's in D20 Modern?

To put it in a Star Trek reference...

If you are an Officer with a first and last name, and your actor is listed in the opening credits, you get to use WP/VP.
If you are an Villain with a first and last name, and your actor is listed as a guest star, you get to use WP/VP.
If your name is Yeoman Johnson, you wear a red shirt and your actor is not listed in the credits, you use the damage save.
 

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Psion said:
I think the only "accord rating" over at RPGnet higher than "flavor of the month" is "Exalted". ;)
You forgot "Unisystem."

Spycraft 2.0 will do well at RPG.net because it's not Just Another D&D Variant, it has a lot of innovation and huge flexibility/adaptability. I mean, on the AEG boards even Funksaw praised the game. Funksaw, of all people!

KoOS
 

Pbartender said:
To put it in a Star Trek reference...

If you are an Officer with a first and last name, and your actor is listed in the opening credits, you get to use WP/VP.
If you are an Villain with a first and last name, and your actor is listed as a guest star, you get to use WP/VP.
If your name is Yeoman Johnson, you wear a red shirt and your actor is not listed in the credits, you use the damage save.

Ah- so it's basically for mook rules. Thanks for the help.
 



Finally got my copy today. And it is, in fact awesome. In fact, there's almost too much awesome goodness packed into it. For instance, I really can't picture anyone making a character without buying the book. Which is probably the point, but still...

We need a starter kit PDF! Or maybe a PDF some of the character tables like Talent and Origin, to show to players.

Pretty please? :o
 

Okay so I ended up caving and buying this yesterday.

So far, so good. VERY large and meaty book, so far it seems to have all the good aspects of d20 modern and spycraft 1 (I know, as I own almost everything from both.. curse my addiction to the modern-genre). It seems that a lot of the other small books are no longer needed.. which kind of hurts seeing as I own most of them.

I can tell my biggest problem is going to be remembering all of the rules at the tabletop. I'm thinking it might make an excellent pbem game when the group splits up again for university and college around the country.

I really hope AEG concentrates less on rules supplements and more on adventures. I know there are a lot of living spycraft mini-adventures, but I'd like mini-settings and locations with an adventure and other hooks over more rules.

Anyway it gets both of my thumbs up.. hopefully I can finish the massive gear section tomorrow!
 

I finally got me copy today. I've only been able to skim most of it and read parts of selected sections. So with that limited amount of knowledge, here are my initial impressions:

Finally, a comprehensive modern rulebook. They didn't give you a starter kit and force you to wait 6-12 months for supplements to be release in order to fill in major gaps (like almost every other RPG I've ever bought does...).

The gear section looks like it will be just as useful for creating future tech as it is for creating spy-tech.

The character classes are first rate. Obviously, I haven't had a chance to take it for a test drive so I don't know what archetypes I can't create, but every example on the short list I ran through my head could be represented by either a core class or a multi-class combination. As a GM, I still may find the d20 Modern classes easier for developing character concepts, but I think Spycraft will be much easier for players. The NPC creation rules may overcome this suspicion, however and make Spycraft the clear winner.

The campaign section that provides rules/guidelines that allow you to tailor the campaign to your style of play is brilliant. I can't believe I've had to play RPGs for 20 years before seeing this concept executed so well!

If there's a book that proves that d20 can exist beyond it's D&D roots, this is it.

Finally, a cool way to handle computer hacking and interrogations. That it also handles seductions is just inch-thick icing.

And here's the weird one... And maybe there's nothing to it because I can't really nail down why I had this feeling, but as I looked through the book I kept thinking that if Alternity had been converted to d20 - this is what it would (or at least should) have looked like. I saw flashes of Alternity in the skill system, the flexibility of the rules, hell even the layout of the tables - although with all of them turned up to 11. It may be all in my head, but it was a much stronger feel than I received reading d20 Modern (which I also liked).

Can't wait to dive into this monster. Damn, but it looks like it's going to be everything I hoped for.

Now I just have to wait for my 2nd copy to get here! (No way I'm sharing with my players in-game.)

Azgulor
 


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