Spycraft or D20 Modern or maybe something else I don't know about yet

Morgenstern said:
Sorry rook111, momentarily distracted. I'm Scott Gearin, the mechanics lead for Spycraft, and I would be happy to to help you.

Hey Scott,

While you are at it, maybe you can give me some pointers as well.

When I looked at Spycraft as a base for my "Supernatural Strike Team/Underworld - The Movie" style game, a couple of issues came up - maybe you can offer me some advice on
how you would handle them.

First, undead in Spycraft. Vampires would play a prominent role in the game. Spycraft uses Vitality (Hit Dice + Con Mod) and Wound Points (Constitution) instead of hit points. Undead have no Constitution - Would you just use their Charisma in place of Con as has been suggested elsewhere ?

Second - NPCs. I don't own any of the Shadowforce Archer books because I am more interested in creating my own setting....I do own several of the Spycraft Line books, but one thing I have noticed is a lack of "normal" NPC types. The main rulebook seems to divide NPCs into "The Big Baddie" and his henchman.
What do I do if I want to create a school teacher, electrician, professor, computer engineer, telephone repairman, high-school student, etc.....How do you handle those types of characters in Spycraft ?

Last but not least - Humans without a "Department Background". For "generic" humans that don't come from a Department, would I just use the standard D&D Player's Handbook human (more skill points and an extra feat) ?

Thanks in advance.....and at the risk of sounding rabid, Spycraft really is an excellent system.
 

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Mistwell said:
Ask if a world of Jello Beings fighting an endless war against fruit would make a good Spycraft game, and I feel certain several Spycraft players will claim it will work just fine, and somehow something was made perfectly in Spycraft just for that type of game.

But... But... I'm writing a D20 Modern Fruity-Pop game, D20 Modern is the :):):):):)e man! Preach it bro!

[/sarcasm]

I'm pretty certain that the game concepts used for SpyCraft are more interesting than those used for D20 Modern. There's no modern-fantasy setting out yet for SC, but if there where i think it would rule wise be a more interesting game...

Personal preference? Yes.
 

Melkor said:
I'm putting together an Underworld game for a short 2 - 3 session campaign, and my first thought was indeed Spycraft (due more to the modern weapons than to being so foaming-at-the-mouth rabid for the system). After attempting to use the "Department Backgrounds", limited Character Class rules, as well as a lack of "general" NPC types, I decided to go with another system - HERO to be precise.

I just saw that movie the other day. Fun visuals, interesting sound track (did the ambient sound seem a little muddy to you?). I've been looking to add some supernatural options to Spycraft myself, being a big fan of the Hellsing anime. I agree the combat system can handle it, and there's a lot of feats and stuff in place that will blend in neatly. Other than being a werewolf or vampire, what did you find missing from the existing classes for your proposed characters? And, I'm guessing the general rules for 'standard NPCs' didn't cover your "general NPC types" needs... Have you seen the NPC classes we've put out in the SFA books? I think I've got an idea for dealing with vampires and werewolves and other things that you could potentially become -in play- that uses some tricks with levels rather than the departments (sort of like Monte Cooke's racial levels - letting you focus on your abilites if you want, but not requiring you to).

The AEG schedule is full-up this year, but I'm gonna take my idea to one of our third party guys and see if I can't get a book out for that kind of game soon :D.

I love my job :).
 

Melkor said:
First, undead in Spycraft. Vampires would play a prominent role in the game. Spycraft uses Vitality (Hit Dice + Con Mod) and Wound Points (Constitution) instead of hit points. Undead have no Constitution - Would you just use their Charisma in place of Con as has been suggested elsewhere ?

Speaking as a random internet person who doesn't play Spycraft, I'd suggest just using a vampire variant that isn't undead. They could still have died, wouldn't breathe, etc., but would have a metabolism of sorts and aren't charged with negative energy in the D&D sense, so still have a con score. (So they'd be undead, but not Undead (the type), if that makes any sense.)

That way, you could pick and choose the aspects of vampirism you want, and have more control over your game's power level, while fitting into the Spycraft ruleset and without being tied to the D&D vampire.
 

Morgenstern said:
And the the observation that 'gee, D20 modern has three whole books out now, while Spycraft has 10 (with D20M putting out one more by the end of the year, Spycraft 3)' hasn't really sunk in for you about what company is putting their money where their mouth is on supporting their creation, has it?

Don't forget D20 Modern products produced by other companies, take a look at some of the Green Ronin Material (4 quality products)...
There are also a couple of other companies producing D20 Modern products.
And let's not forget Dragon and Dungeon/Polyhydron support.
A free SRD for download.

Just that one company is producing their own gamesystem, doesn't mean it's widely supported.

Don't get me wrong, i love SC, but we do have to face reality. SC isn't as big as D20 Modern, yet...
 

Morgenstern said:
I just saw that movie the other day. Fun visuals, interesting sound track (did the ambient sound seem a little muddy to you?). I've been looking to add some supernatural options to Spycraft myself, being a big fan of the Hellsing anime. I agree the combat system can handle it, and there's a lot of feats and stuff in place that will blend in neatly. Other than being a werewolf or vampire, what did you find missing from the existing classes for your proposed characters? And, I'm guessing the general rules for 'standard NPCs' didn't cover your "general NPC types" needs... Have you seen the NPC classes we've put out in the SFA books? I think I've got an idea for dealing with vampires and werewolves and other things that you could potentially become -in play- that uses some tricks with levels rather than the departments (sort of like Monte Cooke's racial levels - letting you focus on your abilites if you want, but not requiring you to).

The AEG schedule is full-up this year, but I'm gonna take my idea to one of our third party guys and see if I can't get a book out for that kind of game soon :D.

I love my job :).

I guess our posts "Crossed in the mail" - I had just posted some questions for you when I read this. Scroll up a bit, and you'll see some specifics.

Thanks Scott.
 

Melkor said:
Hey Scott,

Greetings Melkor,
I just put two and two together regarding your screen name and your avatar. Ambitious ;). Tough act to follow. I'm more a Morgoth man myself, though rereading the Simerillion, I did come across the name of the "King of the Balrogs" Now that is a hell of a job description :D.

While you are at it, maybe you can give me some pointers as well.

Sure. What's up. You fired off your reply while I was typing away at my answer to your original observation. Let's see if I can't catch up a little.

When I looked at Spycraft as a base for my "Supernatural Strike Team / Underworld - The Movie" style game, a couple of issues came up - maybe you can offer me some advice on how you would handle them.

First, undead in Spycraft. Vampires would play a prominent role in the game. Spycraft uses Vitality (Hit Dice + Con Mod) and Wound Points (Constitution) instead of hit points. Undead have no Constitution - Would you just use their Charisma in place of Con as has been suggested elsewhere ?

That's an adequate solution, though in a point based ability buy game, you'd also need to either cut out 1/6th of the points for vamps, or make Cha increases cost double. The problem is if you're going to allow character to get 'turned' in play, it puts a weird preference for Cha on character who start with 6 ability scores. You could min max by tanking your Con and cranking your Cha, then go looking to get turned.

My inclination is to leave Con and wounds as they are, but make it part of becoming a vampire (part of the first level of the class, see below) that you are no longer affected by anything that involved a Fort save or Con check (we have rules for this for things like golems in Hand of GLory and android in Stargate, so a straight port should work). Then your vamp still has wounds based on his body type in life (big hulking Con 18 vamp is a little harder to kill than skinny beach wimp vamp - not count class levels...). The class would probably give you extra wounds (probably +x per level). If the class/becoming undead gives you immunity to critical hits like most d20 undead, that would make you really frickin' hard to kill, since opponents would absolutely have to whittle away your vitality before cutting into your wounds ;). At that point, no longer gaining a Con bonus to vitality per level is probably an important part of game balance...

What I'm eyeballing is a 5 level Vampire base class (not prestige) so that you can start out as a vampire if you want, or with GC permission, get turned at any point in your career. Start out with all the weaknesses and some of the perks, and gradually master your abilities while perhaps limiting your drawbacks. The first level 'newbie' vamp might burst into flames and die on contact with sunlight, while a more experiences vamp could possibly make a save, and a 5th level takes nasty damage from sunlight, but can run across a patch or quickly choke the crap out of an enemy if he's willing to suck up the damage. Another advantage of it being just 5 level to complete you groth as a vamp is that it won't prevent you from getting 14 levels (the best class ability) of a regular class and still be a fully capable vamp, and in some casses you could start as a vamp, go 5 levels of vamp, and go straight into a prestige class if the skills and feats line up.

This keeps departments free to describe your upbringing/education/early experience, and doesn't trigger any wonkiness with starting in one department, then getting bitten and trying to figure out how to change departments to "vampire". Fortunately it doesn't rule out a 'vampire' department (or macro) for folks born/raised in vampire society.

Pretty much ditto for the lycans. Diferent bonues of course, different penalties (growing ability to control moon-driven changes and/or control over needs to hunt and kill perhaps). Same benefits vs depatments and levels in other classes.

Second - NPCs. I don't own any of the Shadowforce Archer books because I am more interested in creating my own setting....I do own several of the Spycraft Line books, but one thing I have noticed is a lack of "normal" NPC types. The main rulebook seems to divide NPCs into "The Big Baddie" and his henchman.
What do I do if I want to create a school teacher, electrician, professor, computer engineer, telephone repairman, high-school student, etc.....How do you handle those types of characters in Spycraft?

Yeah, we covered all of those in the SFA books with NPC classes like Academic (dedicated highschool student through college professor with tenure), Paper pusher (love tht class), Technician, etc. First stop would be the Fixer/Pointman Class guide where we've got multi-level write-ups of about 25 common types of NPCs fully stated up. The new 60's Decade book is going to reprint a few of the more typical NPC classes for folks who don't buy SFA. If you read our boards, there's a complete list of NPC classes in the "FAQ - Reference Page" thread. Read it over and pick out 3-4 that sound like what you need, and I can send you copies of them as samples to see if they do what you're looking for. Hopefully this will persuade you that the SFA books are worth a second look for your gaming dollar :).

Last but not least - Humans without a "Department Background". For "generic" humans that don't come from a Department, would I just use the standard D&D Player's Handbook human (more skill points and an extra feat) ?

We've added a lot more non-espionage departments, so a better fit than that should be possible in most cases :). Same thing, check the list and I'll send you a couple. Otherwise, I'd use "the basement", with no ability modifiers.

Thanks in advance.....and at the risk of sounding rabid, Spycraft really is an excellent system.

My pleasure. I'm glad you're enjoying the game. It's been a blast to create!
 

Cergorach said:
Don't forget D20 Modern products produced by other companies, take a look at some of the Green Ronin Material (4 quality products)...
There are also a couple of other companies producing D20 Modern products.
And let's not forget Dragon and Dungeon/Polyhydron support.
A free SRD for download.

Just that one company is producing their own gamesystem, doesn't mean it's widely supported.

I agree completely. I'm a huge fan of Dark Inheritance myself :). I'm just digging up old dirt from Mistwell flinging mud that Spycraft is doomed because it doesn't have thrid party support. Paradigms 'Most Wanted' is a sweet book, and I've seen what New Breed has cooked up with Mission Highly Improbable, and am constantly working towards releasing a more general Powered By Spycraft agreement so half a dozen other companies I know of can go forward with some really cool ideas they've pitched to us.

Heck, I use poly's global positioning maps myself ;).

Don't get me wrong, i love SC, but we do have to face reality. SC isn't as big as D20 Modern, yet...

Sure. I'd love to have WotC's brand name recognition. In there interim, I'll just have to keep working on making the best game I can, and look forward to the critical acclaim, and intense interest by other RPG companies :).
 

Honestly, I think either game would serve you well. I prefer hit points to wounds/vitality, so d20 Modern would probably edge out for me, but Spycraft also has a lot to recommend it.
 

Mistwell said:
Spycraft player's are rabid. It's true. If you asked if Spycraft would be good for running ANY type of game, Spycraft players would tell you it was perfect. If you doubt me, go ahead and post any other thread asking if Spycraft would be good for literally any kind of silly type of game. Ask if a world of Jello Beings fighting an endless war against fruit would make a good Spycraft game, and I feel certain several Spycraft players will claim it will work just fine, and somehow something was made perfectly in Spycraft just for that type of game.

You COULD use spycraft. But like I said, Spycraft players will often tell you that you COULD use spycraft for ANY kind of game.


You gotta be the most negative person on these boards... Whenever someone makes a post about Spycraft you're there waiting in the shadows to attack. It's true. If someone asked any question about Spycraft you would first attack them for posting in the wrong forum then you moved on to just outright attacking their choice in games.

Now you're just proving how much of jerk you are. I left this messageboard for a couple of months mainly because of people like you. And I know, for a fact, others have too because of your "charming" personality.
 

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