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[Spycraft] More realistic, politcal intrigue-ish game?
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<blockquote data-quote="ragboy" data-source="post: 1970321" data-attributes="member: 4151"><p>Caveat: I've never seen the TV show, so I'm not sure how it compares to Spycraft... </p><p> </p><p>I dissent and say that you probably want the core d20 Modern rules to start with, but I've always been of the opinion that you start with a vanilla base before you start adding the details. d20 Modern (the core rules, mind you) is much more vanilla than Spycraft which is built to be a 'telefantasy' spy game. </p><p> </p><p>I'd suggest d20 Modern with heaping helpings of the following: </p><p> </p><p></p><p>* Blood and Guts - For those military-to-spyworld types</p><p>* A good d20 crime/investigation resource (haven't found one, but I built some rules for this for my realistic spy game -- if anyone knows of one, I'd really appreciate a reference)</p><p>* Spycraft - For the times when things get crazy (chase rules, especially) and to build organizations. Several of the skill-based feats come over nicely in a real setting, as well. </p><p>* Lots of real-world research - any investigative work is steeped in facts, figures, and science. You'll have to have a good grounding in all of it to make a realistic game work. </p><p> </p><p>*Some 'realistic' spy fiction - Forsyth is the most realistic spy fiction writers I've ever read. Of note is <em>The Deceiver</em> and <em>Dogs of War</em> (dated but lots of scrapable underworld procedures). If you're doing MI-5/6 and want something more than the TV show, he's your guy. I just finished <em>The Fourth Protocol </em>and there was a ton of stealable material, but it wasn't such a great book. The opening scene concerning a jewel thief and his procedures is worth the price of the book at a used bookstore alone.</p></blockquote><p></p>
[QUOTE="ragboy, post: 1970321, member: 4151"] Caveat: I've never seen the TV show, so I'm not sure how it compares to Spycraft... I dissent and say that you probably want the core d20 Modern rules to start with, but I've always been of the opinion that you start with a vanilla base before you start adding the details. d20 Modern (the core rules, mind you) is much more vanilla than Spycraft which is built to be a 'telefantasy' spy game. I'd suggest d20 Modern with heaping helpings of the following: * Blood and Guts - For those military-to-spyworld types * A good d20 crime/investigation resource (haven't found one, but I built some rules for this for my realistic spy game -- if anyone knows of one, I'd really appreciate a reference) * Spycraft - For the times when things get crazy (chase rules, especially) and to build organizations. Several of the skill-based feats come over nicely in a real setting, as well. * Lots of real-world research - any investigative work is steeped in facts, figures, and science. You'll have to have a good grounding in all of it to make a realistic game work. *Some 'realistic' spy fiction - Forsyth is the most realistic spy fiction writers I've ever read. Of note is [i]The Deceiver[/i] and [i]Dogs of War[/i] (dated but lots of scrapable underworld procedures). If you're doing MI-5/6 and want something more than the TV show, he's your guy. I just finished [i]The Fourth Protocol [/i]and there was a ton of stealable material, but it wasn't such a great book. The opening scene concerning a jewel thief and his procedures is worth the price of the book at a used bookstore alone. [/QUOTE]
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[Spycraft] More realistic, politcal intrigue-ish game?
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