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Spycraft 2.0 is awesome!
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<blockquote data-quote="Henry" data-source="post: 2569079" data-attributes="member: 158"><p>For about three years now, I've been using the free Initiative cards from Game Mechanics press (found <a href="http://www.thegamemechanics.com/freebies/index.asp" target="_blank">here</a>). Previously, and any time I'm caught with an impromptu game, I do it exactly the way you describe - write inits on a battlemat, and call them out as the person comes up. Now, I fill these out, and arrange them in order by the init called, then promptly forget the numbers that were called. If someone needs to delay, refocus, etc. it's covered by repositioning the cards, or a 90-degree turn until someone decides to jump back in sequence. Plus, the cards have all pertinent stats on them, including certain skills so that I can do secret checks without alerting someone to what I'm rolling for them (search, spot, etc.) Since I've used these cards, my combat rounds have sped up at least two to three fold.</p><p></p><p>My only concern is that going back to writing out inits and editing positions will indeed slow the action down, unless I can find some simple way to tie that back to init card movements. (Maybe certain actions slide your order one down the stack?) </p><p></p><p></p><p>After having given the rules a more thorough read, and having created some PCs, it is an easier process for me now, though high-level special NPCs may be a pain. I've really got to spend more time on the Game Control chapters, because the simplified NPCs are exactly what I've wanted for a long time now -- for the past year, I've been saying I'd like a system that offered players the tons of options they craved, but offered the GM a simplified rules that were compatible, but not necessarily the same. The GM needs the "black box" version of the "do it yourself kits" that the players have access to, but the abilities still need to be balanced. If SC2 does this, then I'm seriously considering moving some of its concepts to D&D, as well as using SC2 for most modern games.</p><p></p><p>NOW, my only other gripe is if the gear tables were broken up via web enhancements in several different ways:</p><p></p><p>1. By time period</p><p>2. by caliber in-line with stats</p><p>3. by category</p><p>etc.</p><p></p><p>A sortable and printable spreadsheet would be ideal for this purpose!</p></blockquote><p></p>
[QUOTE="Henry, post: 2569079, member: 158"] For about three years now, I've been using the free Initiative cards from Game Mechanics press (found [url=http://www.thegamemechanics.com/freebies/index.asp]here[/url]). Previously, and any time I'm caught with an impromptu game, I do it exactly the way you describe - write inits on a battlemat, and call them out as the person comes up. Now, I fill these out, and arrange them in order by the init called, then promptly forget the numbers that were called. If someone needs to delay, refocus, etc. it's covered by repositioning the cards, or a 90-degree turn until someone decides to jump back in sequence. Plus, the cards have all pertinent stats on them, including certain skills so that I can do secret checks without alerting someone to what I'm rolling for them (search, spot, etc.) Since I've used these cards, my combat rounds have sped up at least two to three fold. My only concern is that going back to writing out inits and editing positions will indeed slow the action down, unless I can find some simple way to tie that back to init card movements. (Maybe certain actions slide your order one down the stack?) After having given the rules a more thorough read, and having created some PCs, it is an easier process for me now, though high-level special NPCs may be a pain. I've really got to spend more time on the Game Control chapters, because the simplified NPCs are exactly what I've wanted for a long time now -- for the past year, I've been saying I'd like a system that offered players the tons of options they craved, but offered the GM a simplified rules that were compatible, but not necessarily the same. The GM needs the "black box" version of the "do it yourself kits" that the players have access to, but the abilities still need to be balanced. If SC2 does this, then I'm seriously considering moving some of its concepts to D&D, as well as using SC2 for most modern games. NOW, my only other gripe is if the gear tables were broken up via web enhancements in several different ways: 1. By time period 2. by caliber in-line with stats 3. by category etc. A sortable and printable spreadsheet would be ideal for this purpose! [/QUOTE]
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