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*TTRPGs General
spycraft or D20 Modern
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<blockquote data-quote="chatdemon" data-source="post: 228791" data-attributes="member: 228"><p>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?"</p><p></p><p>I've got Spycraft, and love it. I've done some tinkering with the rules, adopting ideas from Polyhedron's <em>Pulp Heroes</em> and <em>Shadowchasers</em> mini-games, and plan to do the same with <em>Thunderball Rally</em> 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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="chatdemon, post: 228791, member: 228"] 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 [i]Pulp Heroes[/i] and [i]Shadowchasers[/i] mini-games, and plan to do the same with [i]Thunderball Rally[/i] 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. 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. [/QUOTE]
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