Spycraft Action Die

DWattsoner

First Post
I recently got the Spycraft rulebook and I really like it. Only one thing bugs me, that is that action dice are assigned at the start of a session, instead of the start of a serial (adventure). Would changing the rule weakening action die too much?
 

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In one episode I GMed, it had to be broken into two parts cause a couple of players were going to a party. For part two the following week, I decided since it was the same story from last week, they had whatever they had left. Of course, my group is a bunch of role-players and did some really good character stuff so they do get a bit of extra dice during play. When part two started they had 2, 2, 2, 4 and it didn't hurt the game at all. At the end, only one person had action dice left, and only one at that.

Now, a question I have is this. At the end of the game, the entire group had did something really special. During a debriefing of sorts, they didn't trust the person they were debriefing and it start with one person doing a skit similar to Who's on first? and than one by one they all joined in to give this person a hard time. It's the end of the game, they all deserved AD for their performance, but to have it taken away at the begining of the next episode seems wrong. Yeah you get points, but the AD do help in times. Would you still allow them to keep it or take it away. I would like them to keep it but... not sure. What would you do?

BairnFley
 

BairnFley said:
Now, a question I have is this. At the end of the game, the entire group had did something really special. During a debriefing of sorts, they didn't trust the person they were debriefing and it start with one person doing a skit similar to Who's on first? and than one by one they all joined in to give this person a hard time. It's the end of the game, they all deserved AD for their performance, but to have it taken away at the begining of the next episode seems wrong. Yeah you get points, but the AD do help in times. Would you still allow them to keep it or take it away. I would like them to keep it but... not sure. What would you do?

BairnFley [/B]

Give them bonus XP.
 

The "once per session" items (like action dice and some class ablities) are one asecpt of the game that is not well defined and is open to interpitation by each GM. The "traditional" session is about 4 hours and 3 or 4 important encounters/scenes. But what about those marathon sessions which go for 8 to 12 hours?

Session (and serial) are not defined in terms of lenght. If I were to GM, I would define particular points in my serial which I considered the end of a "Session." If the palyers make that mark in one seating of play, then all is good. So if I were to run for 10 hours, I may plan on about 3 points in the timeline of events that mark the end of a "Session."

-Luddite
 

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