spycraft or D20 Modern

bolen

First Post
Any idea on how Spycraft would integrate into D20 Modern?

I just saw the "Borne Id". Bad Movie but it would make a good RPG.

Also is "shadow force Archer" the only setting for spycraft. I think something like a 1950's Berlin setting would be fun. I am correct "shadow force Archer" is full of super-science and magic right. I think a traditional setting would be fun. but there is probably enough out there in real world spying so a supplement like this is unneeded
 

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There's really not that much magic to it. The setting seems to focus on the emergence of psionic powers more than anything. The super science in the game comes from creative geniuses called Mentalists who have advanced powers of the mind. All in all, it's pretty cool. Reminds me of the Dean Koontz book Sole Survivor.

Shadowforce Archer is a top-notch setting, in my opinion. Any aspect of it that you don't really like can be toned down. If you want a traditional espionage thriller without the hokey sci-fi stuff, it can be done fairly easily. I just happen to like the way the hokey sci-fi stuff is done in this game. :)

Gaius
 

You do not have to use the Shadowforce Archer setting. There are a few people from the Spycraft List that are just using the rules or adding their own flavor, like Aliens or over the top cybernetics. Making it a 1950's game should be easy with the Spycraft book alone. Of course alot of the Superscience stuff will not be available and alot the normal gadgets would be Superscience.

Also, the Thunderball rally was very disappointing to me, as much of the previews of D20 modern. But I'll wait for the book, there still maybe enough changes to warrant a change of opinion.

BairnFley
 
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what is so great about spycraft?

I just flipped throught the book. What is so great about it? I must have missed something.

I see it as another D20 book. Why is it the best book out?
 


yes, I hear you it is great but why. It seems to me to be a translation of Star Wars into modern day. Are the campaign rules great. Is the chase system unbeatable. why is this book getting such great press?
 

Because I like chase rules, I love the mastermind system and I just love the classes. I love the game and the feeling it invokes. Advertising has never been my strong point. ;) Beyond that all I can say is what I said before it captures modern spy and action movies very well.
 
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Re: what is so great about spycraft?

bolen said:
I just flipped throught the book. What is so great about it? I must have missed something.

I see it as another D20 book. Why is it the best book out?

Spycraft is the system that makes d20 work.
The classes are well crafted to meet there purpose (and really are balanced)
The feats expand the PC and help build the 'concept'
Skill Criticals and Action Dice give the players the power to be heroes - or not

The whole thing fit seemelessly together to create the cinematic feel of the superspy
 


Any idea on how Spycraft would integrate into D20 Modern?

Seeing how Spycraft is out, and D20 Modern is still in the works, the real question here should be "How will D20 Modern integrate with games like Spycraft, Iron Kingdoms, Godlike, Sidewinder, etc?"

I've got Spycraft, and love it. I've done some tinkering with the rules, adopting ideas from Polyhedron's Pulp Heroes and Shadowchasers mini-games, and plan to do the same with Thunderball Rally as soon as I can get my hands on the latest Dungeon/Polyhedron. I also use lots of stuff from D&D and the other sword n sorcery fantasy D20 lines to add a bit of the supernatural to my Spycraft game. When D20 Modern comes out, I'll do the same, taking what I like and adding it to Spycraft's system,. and ignoring the rest.

Also is "shadow force Archer" the only setting for spycraft. I think something like a 1950's Berlin setting would be fun. I am correct "shadow force Archer" is full of super-science and magic right. I think a traditional setting would be fun. but there is probably enough out there in real world spying so a supplement like this is unneeded

SFA is the only official published setting for Spycraft, but the information in Spycraft's core book is more than sufficient to design your own, perhaps looking to things like the James Bond RPG, certain GURPS accessories, or the out of print Top Secret RPG for inspiration.

Me? I'm using DarkMatter RPG's world. The 'agency' in my campaign is the Hoffman Institute, and the PCs are a special operations team within that group. Now, a lot of times the spooky things the PCs are investigating turn out to be nothing more than mundane bad guys putting on a good show, so their is plenty of good old fashioned spy movie fun (breaking and entering, cool weapons, chase scenes, shootouts, etc.) but now and then I throw in a monster or a bit of magic or aliens to spice things up.
 
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