Spycraft 2.0 is awesome!

Azgulor said:
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.

Well, I think d20 Modern has a definite edge here. Although Spycraft 2.0 does a much better job of covering the various spy archetypes than the original (which I thought was more geared toward the Mission Impossible sort of spies), it's not so great at non spy stuff. But then again, the name of the game is "Spycraft", not "Modern Day Craft" or somesuch.

But still, I would have liked to have seen some classes for normal people. The game I had wanted to run using Spycraft was "Bureau 13", a game about paranormal investigation (whose own rules are just really awful). Often the PCs were recruited into the agency because they had a brush with the supernatural, but were otherwise normal people. The iconic B13 agent was a SF writer. One of my favorite character I played was a minor league baseball player. There really aren't classes for those sorts of people.

Though now you can at least do something like the X-files, since there is the "Sleuth" class. (Which would probably work for Kolchak, as well).
 
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Byrons_Ghost said:
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...

At $40 for 496 full color, that can't be too big a quibble about return on investment :)?

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

We have some good fan-based GC-screen projects going on already (and a few helper .pdfs are planned over at AEG once everyone is back from the show). Try this link~

http://gtgern.people.wm.edu/Spycraft2GCscreenv3.pdf

I'll mention an Origins table page, that seems easy enough to cobble together :). I have one I built myself for reference while writing new ones, so I know what you mean about one being handy!

Glad you like it!

PS. they seem to be updating the screen regularly. Try v4, v5, v6 etc. if the link isn't working...
 
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Still waiting on my copy to show up. :) Some day baby, some day... This thread was the last straw, I had to get it. Now to find someone to foist the first edition book off on. (I always give away my older books when I get a new edition, it brings in new players.)

For that matter I got my first edition copy at a free book stand at the library, they also had a 3.0 PHB and one or two other things. Spycraft was the one that I carried home.

The Auld Grump
 

I'll probably be picking this up to glean and create a "Grim Tales 1.5" system out of it.

At a very fundamental level, I really identify with the base classes from d20M/GrimTales, because they can do anything and any genre with equal ease. The first few minutes I have to spend easing players into it (over the archetypes methods) pay off in big dividends later (IMHO).

Another book to visit at the store for a few weeks, I guess.

--fje
 

I'll chime in with a me-too here.

Very impressed with the skills section and dramatic conflict section -- over 100 pages devoted to non-combat ways to challenge your players.

Also, the design team did a great job unifiying the dramatic conflict rules -- took all the nice systems from the classbooks regarding brainwashing, interrogation, and manhunts, and standardized the handling method.
 

So what's so great about the computer hacking and interrogation systems? Is it GM advice, or a specific "hacking" skill you roll differently than normal skills, or what?

Do the hacking rules eliminate the very annoying "netrunner/decker is always separate from the party" problem?

Thanks!
-C.
 

Chiaroscuro23 said:
So what's so great about the computer hacking and interrogation systems? Is it GM advice, or a specific "hacking" skill you roll differently than normal skills, or what?

Well think about your players going into combat with no combat options. you just roll a die once and winners are declared.

Thats how most games handle hacking and most other skills.

Dramatic Conflicts are more akin to a combat system with special maneuvers, but not for combat.

It's basically the same system (with different maneuvers) for the different sort of dramatic conflicts

Do the hacking rules eliminate the very annoying "netrunner/decker is always separate from the party" problem?

Thanks!
-C.

It's about the same as the party sitting around while one player is in combat against an opponent.
 

Denaes said:
It's about the same as the party sitting around while one player is in combat against an opponent.

On that side note (hacker is separate from the party) a GM can easily alleviate that, by putting in circumstances that force the "hacker" to accompany the party on-site; e.g. kick-butt firewalls, unplugged internal data system that requires a physical presence inside, or a physical key of some sort to hack into the system.

Glad to hear about the dramatic conflicts, because I KEEP hearing about the dramatic conflicts. Knowing Spycraft's chase system, I'd be glad to see something similar for "cyber" conflict. The book's not on my budget list for the immediate future, so I guess I'll be waiting to find out what it's about.
 

Henry said:
On that side note (hacker is separate from the party) a GM can easily alleviate that, by putting in circumstances that force the "hacker" to accompany the party on-site; e.g. kick-butt firewalls, unplugged internal data system that requires a physical presence inside, or a physical key of some sort to hack into the system.

Basically anything "outside" is going to take days to weeks to complete.

Once you're on the inside, things speed up greatly. So there is much reason for a hacker to do some B&E.

I thought a player was going to play a hacker in my game, so I was working out a way the hacker could be trying to unlock doors, shutdown traps, digitally alter things for the group to make up for the hackers less than stellar combat abilities.

Even if it ends up being a hacker hacking into a system, while it's like a 1 on 1 combat, it's a far cry from sitting there for 45 minutes to 2 hours just watching the decker have a mini-adventure on her own.
 

I just got the book, and will comment more in depth after I digest it. I have just got back into RPG after a long time of not playing. I just dropped $120 on D20 Modern, and now I think it's going to be a waste. Wish I would have found this board a month ago... lol
 

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